Harry Potter and the Goblet of Fire FAQ/Walkthrough

This walkthrough was originally written for Harry Potter and the Goblet of Fire on the DS, but the walkthrough is still applicable to the PC version of the game.

"Harry Potter and the Goblet of Fire" for Nintendo DS - Walkthrough/FAQ
Version 1.45 - Complete
Last updated: January 7, 2006
By Andrea Robinson
Part 1 - Introduction
Part 2 - Frequently Asked Questions
Part 3 - Controls and Battle System
3.1 - Controls on the field
3.2 - 3-D Battle System
Part 4 - Spell List
Part 5 - Goblet of Fire Walkthrough
5.1 - Quidditch World Cup Campsite
5.2 - Defense Against the Dark Arts
5.3 - Forbidden Forest
5.4 - First Task
5.5 - Yule Ball
5.6 - Prefects' Bathroom
5.7 - Care of Magical Creatures
5.8 - Second Task
5.9 - Moody's Challenges
5.10 - Third Task
5.11 - Voldemort
5.12 - Things to do when replaying levels
Part 6 - Mini-Game Information
6.1 - Chocolate Frogs
6.2 - Care of Magical Creatures (Fire Crab)
6.3 - Aparecium Pairs
6.4 - Hippogriff Feeding
6.5 - Wizard Sweet Sorting
6.6 - Bertie Bott's Bean Sorting
6.7 - Care of Magical Creatures (Niffler)
Part 7 - Shield Location List
Part 8 - Card List
Part 9 - Miscellaneous
9.1 - Disclaimer
9.2 - Acknowledgements
9.3 - Version History
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NOTICE: This guide contains spoilers - although it's unlikely that you're
playing the game without having either read the book or seen the
movie. Still, you've been warned.
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Part 1 - Introduction
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This guide is for the Nintendo DS version of "Harry Potter and the Goblet of
Fire." It's become a tradition of mine to play the GBA releases of the Harry
Potter games, and with "Goblet of Fire," I chose to move to the DS with this
tradition. Although this is the weakest entry yet in terms of story in EA's
releases of handheld Harry Potter games, the gameplay itself is very good - but
the manual is very lacking, failing even to explain the 3-D battle system, and
some of the dungeon puzzles can be tricky to figure out without help. That's
where this guide comes in. I hope you find it useful.
-- Andrea 'AquaHaute' Robinson
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Part 2 - Frequently Asked Questions
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Q1. I don't understand the 3-D combat system!
A1. Neither did I, at first. Head on down to section 3.2 of this guide for a
detailed description of what all those icons *mean*.
Q2. Does it matter which character I play as?
A2. Not really. Their initial stats are different, as seen below. I prefer
Harry or Hermione if I know there will be a lot of actual battles, due to
Harry's high attack power and Hermione's high defense, but once you get a
few card categories completed and snag a few House Booster cards, the three
will even out and it won't matter.
| Attack | Speed | Defense
----------+--------+--------+----------
Harry | high | medium | low
----------+--------+--------+----------
Ron | low | high | medium
----------+--------+--------+----------
Hermione | medium | low | high
----------+--------+--------+----------
Q3. How do I choose what spell to use?
A3. You don't. Some spells are assigned to the A button, some are assigned to
the B button, and the game determines the intended spell based on the
target and the button pressed.
Q4. I failed a stage! What happens now?
A4. The game automatically saves after every few areas, so unless you go back
to the Adventure menu and play a previous chapter, you shouldn't lose more
than about ten minutes' worth of progress - you'll just restart at the most
recent auto-save with five full hearts, even if you turn the DS off in the
meantime. Obviously, you can also turn the game off or select Quit and
still come back to that auto-save point later.
Q5. How do you unlock the bonuses?
A5. The image gallery from the movie is unlocked once you collect all 74
cards, and the cutscenes from the game are unlocked once you collect all
99 Tri-Wizard Shields.
Q6. I've beaten the game but I still don't have all the shields and cards.
How do I get them?
A6. From the Adventure menu, you can choose to replay any chapter you've
already completed. Head on down to section 5.12 for instructions on finding
items that weren't accessible the first time through (due to lack of
necessary spells). These can be done any time after completing Chapter 7,
"Care of Magical Creatures," in which you learn the last of the spells. If
you're just missing cards that you've already unlocked, check the next
question.
Q7. It says I've unlocked a card, but I can't see it in Folio Universitas. Why?
A7. Because some cards you're handed, and some are just unlocked for purchase
in the Weasley's Wares. It takes 5030 points' worth of green jelly beans to
purchase them all, but some beans are worth 5 and 10 points, so it goes a
little faster than you'd think. Green jelly beans can be gathered by
beating enemies and smashing rocks, barrels, and crates. See section 8 for
full details on the cards.
Q8. What do I do with the giant skrewts in Hagrid's garden? (Chapter 7)
A8. Keep following the path; the skrewts will chase you. Let them knock
pumpkins out of the way with their fireballs, and steer them using Incendio
(B button) if you need to. Eventually there are screens with stone holding
pens; steer the skrewts into the those and a gate will close automatically.
Q9. How do I beat Voldemort?
A9. Head on down to section 5.11.
Q10. Where's the shield/card I'm missing in a given chapter?
A10. Look up that specific chapter in section 5, or check section 7 (Shield
Location List) or section 8 (Card List). If you're looking specifically
for the Hufflepuff card or for the sixth shield in the second task, see
the next two questions.
Q11. Where's the shield I'm missing in the second task?
A11. That's probably the hardest shield to find in the entire game. Here's how,
from asegiel on the GameFAQs message boards:
"There is a point at the beginning of the level where you are going up
or down the lake wall, (can't remember) [Ed. note: it's up] but there
is a hole in the wall (like a cave opening) on the right hand side of
the screen, barely noticeable. If you swim thru this hole, that is
where the Tri Shield should be."
Thanks for the tip, asegiel! Head down to section 5.8 if you need more
detailed information. The Shield is in the fourth area of the level.
Q12. Where's the Hufflepuff card?
A12. That's the hardest card to find in the entire game. It's in a secret room
to the southeast of the seventh area in the Prefects' Bathroom stage. Go
into the level and count the rooms as you go through them. When you get to
the seventh area, cross the two bridges to the east, then immediately go
south. It looks like a solid wall, but there's a passage through there. In
this new hidden area, cross the bridge and open the chest to get the
Hufflepuff card. Head down to section 5.6 if you need more detailed
information.
Q13. I have all 99 Shields but the bonus for it isn't unlocked. Help!
A13. If you finish the Tri-Wizard Shield collection while playing a mini-game,
everything will show that you've got 99 Shields, but you won't be able to
access the bonus for it, even if the game saves, even if you turn the
system off and back on again. What you need to do is just head into a
level in Adventure mode and play until the game auto-saves; when it does,
THEN it'll say you've unlocked the bonus, and you can just quit the level
and do as you wish, and the cutscene gallery will now appear on the
Bonuses menu.
Q14. I want to know something about the multi-player mode.
A14. I don't know anything about the multi-player modes because I don't know
anyone else with a copy of the game. Sorry.
Q15. This game sucks.
A15. As an entry in the Harry Potter franchise, absolutely, but as with the
other handheld Harry Potter games, you cannot deny that it has good
gameplay and well-designed dungeons.
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Part 3 - Controls and Battle System
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3.1 - Controls on the Field
START - Pauses the game, letting you access Weasley's Wares, change options,
view the Folio Universitas, and exit to the main menu. Also skips
cutscenes.
A - Progresses through text, confirms menu selections, casts Confundus, Ventus,
Alohomora, and Herbivicus.
B - Cancels out of menus, casts Wingardium Leviosa, Reparo, Verdimillious, Aqua
Eructo, Glacius, and Incendio.
L - Calls the other party members when all three are needed to successfully
move/repair/drench an object or to press down a switch.
R - Scrolls through pages in the Folio Universitas card album.
D-PAD - Selects menu options, moves characters on the field, aims spells.
STYLUS - Used in mini-games and during 3-D battles. It can also be used to
navigate menus.
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3.2 - 3-D Battle System
When you enter a battle with an enemy, there is a chance that it will trigger a
"3-D Magical Encounter." These are the controls.
ATTACKING
* Top option: Trace the wand movements shown on the screen. Do it quickly but
accurately; there's a time limit. I find this the most difficult of the
three, especially as the game progresses.
* Lower left option: The red stylus on the screen tries to show you what to do.
Tap the screen to make it disappear. As silvery orbs appear on the screen,
tap each one once to send them toward the enemy.
* Lower right option: The red stylus on the screen tries to show you what to
do. Tap the screen to make it disappear. As silvery orbs appear on the
screen, use the stylus to connect them like a dot-to-dot puzzle, without
lifting the stylus.
DEFENDING
The game decides for you which defense method to use each round.
* Shield: Swirl the stylus in a tight circle, but don't make the blue shield
TOO big, or it'll be easily destroyed. This takes trial and error to get to
and keep at the right size. It doesn't cancel damage completely, but it does
reduce it. This gets used against Bowtruckles, Vampyr Mosps, and Voldemort.
* Tap-and-destroy: As missiles come toward you, tap them once with the stylus
to destroy them. This gets used against Erklings and Voldemort.
* Redirect: As missiles come toward you, touch and drag them out of the way;
try to do so while they're all still at a distance. This gets used against
Salamanders and Voldemort.
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Part 4 - Spell List
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SHOT SPELLS - Press A to cast
* Confundus - Supposedly "causes confusion in creatures," but it's more like a
damaging spell. Most creatures can be taken out by a few shots of it. You
start the game with this spell.
* Ventus - Shoots a blast of air. Primarily used to push logs and rolling
objects out of the way, but also serves to propel floating platforms in
several levels. You start the game with this spell.
* Alohomora - Unlocks treasure chests. That's it! You start the game with this
spell.
* Herbivicus - Causes water plants to bloom for use as stepping stones. You
get this spell in Chapter 3, Forbidden Forest.
STREAM SPELLS - Hold B to cast
* Wingardium Leviosa - Levitates objects and some creatures; move them by using
the D-pad while holding down B. Crates, barrels, sacks, and rocks often turn
into green or silver jelly beans or Chocolate Frogs when lifted, moved, and
dropped. Other items, such as logs and pillars, can be moved to form bridges
or climbing platforms. You start the game with this spell.
* Reparo - Repairs items, giving them some new function - suits of armor step
out of the way, broken chests become unlockable, shattered logs and pillars
become movable. You get this spell in Chapter 2, Defense Against the Dark
Arts.
* Verdimillious - Shoots a jet of green sparks. Can be used to defeat Erklings
quite effectively and Dugbogs quite poorly. You get this spell in Chapter 3,
Forbidden Forest.
* Aqua Eructo - Shoots a jet of water. Extinguishes fires, turns waterwheels,
fills buckets, and provides a quick way to defeat Salamanders. You get this
spell in Chapter 3, Forbidden Forest.
* Glacius - Freezes water and some creatures, creating stepping stones. You get
this spell in Chapter 6, Prefects' Bathroom.
* Incendio - Sets shrubs, spiky bushes, and piles of wood on fire. You get this
spell in Chapter 7, Care of Magical Creatures.
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Part 5 - Goblet of Fire Walkthrough
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5.1 - Quidditch World Cup Campsite
Cards available: Confundus, Wingardium Leviosa, Ventus, Alohomora, Quidditch
World Cup Stadium, Quidditch World Cup Campsite
Cards unlocked for purchase: Dugbog, Bowtruckle, Arthur Weasley, Draco Malfoy
Shields initially available: 4 (of 7)
Enemies: Dugbog, Bowtruckle
In much of this level, you'll be unable to backtrack even within the same
screen because routes will be blocked by Death Eaters. Try to do things right
the first time.
Follow the dirt path through the first area. The game will pretty much tell you
what to do. Hold down B and use the d-pad to move one of the trunks with
Wingardium Leviosa; press A to move the cart using Ventus. Exit southeast.
Follow the dirt path through the second area. At the cauldron, press L to call
the other friends, then hold B to move the cauldron together with Wingardium
Leviosa. Continue southeast, use B to move the sacks from your path, and exit
north.
In the third area, press A to move the first two barrels out of the way, then
move the barrel immediately to the north. Approach the chest and you'll be
prompted to press A to cast Alohomora to open it, unlocking Card #7, Arthur
Weasley. Leave the small area the way you came in and proceed north, where
you'll face your first combat of the game.
The Dugbogs can be defeated by using B to lift rocks with Wingardium Leviosa
and dropping them on the Dugbogs when they charge, or by pressing A to hit
them with Confundus. It helps to press L first so you can get the other
characters to shoot Confundus too. They're not dead until they flop over on
their backs.
There are three Dugbogs; killing them all allows you to proceed and unlocks
Card #5, Dugbog. Exit east.
In the fourth area, press A at the chest to the southeast to get Card #10,
Quidditch World Cup Stadium. Kill three Dugbogs (or use Ventus on the cart)
and exit north.
In the fifth area, press L to call the group together, then hold B and use the
D-pad to move the large crate. Grab the Tri-Wizard Shield, press A to roll the
log away with Ventus, and keep following the dirt path. To the north you'll
meet two nests of Bowtruckles. Press A to cast Confundus on the tree stumps to
make them come out, then either beat them down with Confundus some more or
defeat them in the 3-D battle mode, if it triggers. You'll unlock Card #6,
Bowtruckle. Move east, then exit north.
On the sixth screen, move northwest to the log, move it out of the way by
pressing A to cast Ventus, then keep moving north and west until you exit.
In the seventh area, go southwest, then follow the shore until getting to the
log. Press A, cast Ventus, you know the routine. Move north to the big rock,
press L, then hold B and use the D-pad to lift and move the rock with
Wingardium Leviosa. Go east a little bit; see that log on the ground, and the
brown circle further east? Use Wingardium Leviosa to move the log onto the
circle. Now you can use it as a stepping stone to the ledge above. Press A to
cast Alohomora at the chest for another Tri-Wizard Shield, then climb back down
and exit northwest.
Move north in the eighth area. Defeat another Bowtruckle nest and two Dugbogs,
move one of the rocks, and exit north.
Go north in the ninth area, hit the chest with A for another Tri-Wizard Shield,
then go straight east. Kill another Dugbog and open another chest to unlock
Card #8, Draco Malfoy. Then go north past the tree, northwest to another
Bowtruckle nest and a chest containing a fourth Tri-Wizard Shield. (If you
accidentally hit this chest while firing at the Bowtruckles and miss grabbing
the Shield, you'll be back here later in the game and you can get it then.) Go
back east, then northeast, and approach the jumping boot to end the level and
get Card #11, Quidditch World Cup Campsite.
After completing Chapter 6, replay Chapter 1 to get the cards and Shields that
weren't available the first time through. See section 5.12 for details.
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5.2 - Defense Against the Dark Arts
Cards available: Reparo, Hedwig, Defense Against the Dark Arts
Cards unlocked for purchase: Red Cap, Erkling, Harry, Hermione, Ron,
Omnioculars
Shields initially available: 3 (of 5)
Enemies: Red Cap, Erkling, Bowtruckle, Dugbog
Mini-game: Wizard Sweet Sorting
Before starting the actual level, go northeast through the room, hit the chest
to unlock Card #20, Ron, then keep heading northeast and climb the curved
staircase on the right.
In the first room, stand near the lower cauldron and turn the character facing
away from the cabinet. When the Red Cap comes out, wait until it starts to
charge toward the group (rather than just creeping), then turn around, hold B
and use the D-pad to move it into the cauldron. Repeat the with second Red Cap,
then move east, press L, and get the whole group to levitate the red chest out
of the way. Exit southeast.
In the second area, go north and step on the switch, that's all.
In the third room, dodge the Erkling's yellow notes and defeat it (it's not
dead till it disappears in a puff of purple smoke. Use Wingardium Leviosa to
move the chest or drawers onto the platform a little to the left, then climb
up, step on the switch, and come back down. Go south, defeat two Erklings, go
east, and open the chest to unlock Card #21, Omnioculars. Go north, move and
drop the barrels if you need stamina restoration (they contain Chocolate
Frogs), and exit east.
On the fourth screen, go down the stairs, zap the chest for a Tri-Wizard
Shield, and head through the door.
In the fifth room, stand near the cauldron, levitate two Red Caps into it as
before to unlock Card #13, Red Cap, then press L and get your friends to help
you Wingardium Leviosa the red chest out of the way again. Exit southeast.
In the sixth area, defeat the Bowtruckle nest, use Wingardium Leviosa to move
the chest across the room, and climb up to step on the switch. Climb down and
exit east.
In the seventh room, hit A to move the barrel with Ventus, then follow the room
to the open area. Defeat four Erklings to unlock Card #14, Erkling, and go to
the southwest corner of the room and move the chest of drawers, one Wingardium
Leviosa at a time, to the platform in the northeast corner. Climb up, press A
to knock the barrel onto the switch, then climb down and exit east.
In the eighth room, defeat the Erkling. Moody will appear, and you'll now have
the Reparo spell (as well as Card #15, Reparo). Use B to cast Reparo at the
drawers, then hold B to move the drawers to the platform. Climb up and open the
chests for another Tri-Wizard Shield and to unlock Card #18, Harry. Climb down,
use Reparo on the suit of armor... seen broken suits of armor anywhere else in
this level? Of course you have.
So let's backtrack. Exit west, in the next room go northwest then southwest to
exit, and in the room with the Bowtruckle nest, use Reparo on the suit of armor
and exit north.
In the ninth room, follow the on-screen instructions and use Wingardium Leviosa
to move fire from the torch to the woodpile. Go north, curve around, and go
south, defeating four Dugbogs on the way. Go west and open the chest to unlock
Card #19, Hermione, then use Reparo on the armor and exit west. Open the two
chests for a Tri-Wizard Shield and Card #22, Hedwig, then go back to the
previous room. Go north, levitate the fire into the woodpile, and exit north.
Here in the tenth area, you'll encounter Ginny. To play Wizard Sweet Sorting,
touch the same-colored sweets with the stylus to match them. Play successfully
through ten rounds to unlock the game for play at any time in the Mini-Games
menu. The chest that appears to the right contains 30 points' worth of green
jelly beans. Then proceed up the staircase to the northwest and exit.
In the eleventh room, there are a lot of Red Cap cupboards you can't see - when
you're ready for them, turn the player character's back to the screen and watch
them swarm, then drop them one at a time into the cauldrons. There are eight or
nine Red Caps total. Once you've gotten them all, head west, stand on the large
switch, and press L to call the other friends - it takes the weight of all
three combined to push it down. Then go north and exit northwest.
In the twelfth room, defeat an Erkling and a Red Cap to end the level and get
Card #23, Defense Against the Dark Arts.
After completing Chapter 7, replay Chapter 2 to get the cards and Shields that
weren't available the first time through. See section 5.12 for details.
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5.3 - Forbidden Forest
Cards available: Aqua Eructo, Verdimillious, Viktor Krum, Fleur Delacour,
Cedric Diggory, Durmstrang Ship, Herbivicus, Forbidden Forest
Cards unlocked for purchase: Salamander, Fire Crab, Hungarian Horntail Dragon
Shields initially available: 23 (of 24)
Enemies: Dugbog, Bowtruckle, Bubotuber, Salamander, Fire Crab
Mini-game: Aparecium Pairs
This is a very long dungeon. Be sure you've got an hour or so to spend before
you head into it. No, seriously, it has twenty-five different areas that take
an average of two minutes apiece to complete.
Hop down, press L, and together lift, move, and drop the large rock to the
right, then step on the switch. Head south, navigate the walls, and use Ventus
(A button) to move the log. Use the flower as a stepping stone to the next
piece of land. Reparo the shattered pillar, then use Wingardium Leviosa to move
it into the water as a stepping stone. Run west and hit the chest for a
Tri-Wizard Shield, then head back to the east and exit south.
On the second screen, head east, then south across the pillar. Use Wingardium
Leviosa to move the circular stone to its target position; you'll need to move
it over land and not over water. Follow the flowers south - ignore that chest
for now - and use Ventus on the log. Kill three Dugbogs and the barrier
disappears; head west across the flowers and levitate the pillar into the
square hole. Climb up and exit west.
In the third area, go southwest, use Ventus on the log, and go all the way to
the lower west corner. That stack of wood beyond the tree stump is actually a
broken chest. Press B to cast Reparo, then A to open it for another Tri-Wizard
Shield. Go north, move a rock out of the way, and defeat three Dugbogs. The
barrier will disappear and you'll get Card #33, Herbivicus. Don't go through
the barrier yet though; exit EAST to open the chest you saw earlier. It's
another Tri-Wizard Shield. Go back to the screen you came from and NOW go west
where the barrier disappeared. Go northwest to the broken chest; Reparo +
Alohomora for another Tri-Wizard Shield. Jump east onto the flower, then press
A to use Herbivicus on the other, then jump across that one too.
From this island, first levitate the pillar onto the white spot in the water.
Jump across it and IMMEDIATELY go east. Use Herbivicus, jump to the second
flower, and jump northward into the waterfall. Move north on this screen and
use Alohomora for another Tri-Wizard Shield, then exit south. You'll be on the
right side of the previous screen, and right next to you is another chest,
which contains Card #31, Cedric Diggory. Go south, jump west to the island and
northwest to the burning tree.
Move to a point central to the burning tree, the spiky bush, and the reeds.
Carefully levitate a reed into the fire, and without releasing the B button,
levitate it over to the bush, which will catch fire and disappear. It may take
a few tries to get this right. Exit north.
In the fourth area, defeat the Bowtruckle nests and a barrier will disappear.
Go south, climb the ledges going northward, and defeat three Dugbogs to
eliminate the other barrier. Hop down to the left and go east through where the
barrier just disappeared. Press L, then use Reparo on both broken pillars,
then, as a group, levitate the pillars northwest to the square holes. Yes, the
pillars WILL need to traverse that narrow strip of land. Now go back to the
ledges at the south end of the area, climb up and go north, then hop across the
pillars and exit west.
On the fifth screen, move some of the rocks to the north so you can Reparo and
Alohomora that chest for another Tri-Wizard Shield. Jump down and defeat the
Bowtruckle nest to remove the barrier and get Card #28, Verdimillious. Go south
where the barrier was, hit the switch to the left, then go hit the log with
Ventus. Climb the pillar in the southeast corner, exit east, hit the chest for
another Tri-Wizard Shield, then head back to the previous screen, go north,
Reparo and Alohomora THAT sucker for Card #29, Viktor Krum, then go south and
climb down the pillar. Just to the north is a broken pillar; Reparo it, and
levitate it all the way to the white spot in the water north of the Bowtruckle
nest. Hop across, exit north, zap the chest for a Tri-Wizard Shield, then exit
south, hop back across the water, and go south to the area with the Bubotubers.
Pick one up from a distance with Wingardium Leviosa and drop it among several
others - they explode when they're dropped, setting off a chain reaction by
exploding the ones around them too. Don't get too close; the explosion WILL
damage the characters. Once they're all gone, levitate the round stone along
the grass and pathway into the round pit. Go north, press L, move the big
stone, and exit north.
Go north in the sixth area, press L, destroy the big stone, and defeat the
Bowtruckle nest. Levitate the pillars to the places they belong - one has a
square bottom, the other a circular bottom. Climb the two ledges you just made
and levitate the decorated stones onto the switches, then go back to the main
area, climb the center pillar, and head north. Hit the chest for another
Tri-Wizard Shield and exit east.
On the seventh screen, go south, defeat the Bowtruckle nest, and start setting
shrubs on fire using Wingardium Leviosa and water reeds. First go east, then
northwest, then Reparo that pillar and start levitating it south, burning
another set of shrubs as you go. Defeat another Bowtruckle nest and drop the
pillar on the white spot in the water to the west. Jump across, open the chest
for another Tri-Wizard Shield, and go back to the north, use Ventus on the log,
and exit north.
In the eighth area, repair the pillar, levitate it into the water, get on it
and use Herbivicus, and go north for another chest with another Tri-Wizard
Shield. Back to the beginning of the area, go northeast and destroy all the
Bubotubers. Move the pillar from the northeast corner westward into the water.
Cross over, Reparo+Alohomora the chest for another Tri-Wizard Shield, and exit
west.
Jump down in the ninth area, go south, press L, destroy the rock, and use
Ventus on the log. Take out the herd of Bubotubers, then burn away the shrubs
in the southwest corner using the water reeds. Use Reparo on the pillar, then
move it north to the water. Cross the water, go north to Reparo+Alohomora a
chest containing another Tri-Wizard Shield, then exit west.
At the tenth screen, go north, cast Ventus on the log, ignore the chest in the
stone enclosure, go west and press L and move the rock as a group, then go down
the slope.
To beat Salamanders at this point in the game, wait until they shoot fireballs
at you. Dodge out of the way and hit them with Confundus (by pressing A) while
the Salamanders are still yellow. Eventually, the Salamanders will turn black;
once this happens, levitate them into a pool of water.
Leave the Salamander pen through the southwest gate, run east to get Card #30,
Fleur Delacour, from a chest, then exit west.
On the eleventh screen, levitate the pillar into the water. Jump to the first
flower, use Herbivicus on the path to the northeast, and open a chest
containing another Tri-Wizard Shield. Go back to the first flower and now head
northwest. From the flower, levitate the pillar into place and jump southwest.
In the southwest corner of that lump of land, almost hidden by a tree, there is
another chest with a Tri-Wizard Shield. Now use Herbivicus again and exit
north.
In the twelfth area, go northeast to the Salamander pen and south to the
Bubotuber patch. Levitate the pillar to the circular hole, climb up, and exit
east.
For the thirteenth area, jump down, destroy the Bubotubers, and move the
pillars to the correct positions - the two on the south end of the scren
require the L button, Reparo, and the holes on the north end of the screen;
the other pillar goes in the southeast corner. First climb up that pillar in
the southeast and exit south; keep going south, it's that chest you saw at the
beginning of the tenth area, and it contains a Tri-Wizard Shield. Go back to
the area with the pillars, over to the southwest corner. Climb up and go east
across the new pillars (one may need to be Reparo'd and moved again), then talk
to the Weasley Twins.
To play Aparecium Pairs, use the stylus the scratch through the fog, like an
instant lotto ticket, to find the card or cards that match what you see on the
upper screen. In later rounds, extra cards will appear in some of the five
positions; the best strategy at all levels is to sweep the stylus around the
board until you see card outlines, scratch at each outline just enough to see
who it is, then concentrate on the cards that are the stage goal. Play
successfully through seven rounds to unlock the game for play at any time in
the Mini-Games menu.
Exit east.
In the fourteenth area, use the reeds to burn away the shrubs to your left -
you'll have to stand close to the upper-right corner of the reeds to be able to
reach everything. The chest that just became available contains a Tri-Wizard
Shield. Burn the shrubs to the northwest corner for a chest with another
Shield, then burn away the shrubs to head straight east. Head north into the
Salamander pen, clear it, and go north. Move the round stone into the spiky
circle, dodge the fire pits, and get another Tri-Wizard Shield. Exit north.
Go north, defeat the Salamander, climb the ledge to the east, move the rocks,
and exit east.
In the sixteenth area, go northwest, defeat the Salamander (unlocking Card #25,
Salamander), and go up the path along the west side. Press L and levitate the
big stone to the dark area in front of the ledge to the northeast. Climb up and
exit north.
Go north to the fire, then work your way south through the seventeenth area,
setting fire to every bush along the way - these will NOT burn away. Use Ventus
on the log when you get that far, and keep burning. When you get to the spiky
bush, make SURE you burn that away too, but don't go through yet. First, exit
west to get the chest you saw on the previous screen, containing another
Tri-Wizard Shield. Go back to the fire-shrub area, head through where the spiky
bush was, defeat the Bowtruckle nest, and exit southeast.
Upon entering the eighteenth area, you will immediately be ambushed by a
Dugbog. Defeat it, continue north, and work your way between the lava pits,
step on the switch, then head back to where the barrier just disappeared and go
north. Defeat the Salamander, go west and get the chest (containing Card #32,
Durmstrang Ship), and exit northeast.
Here, go south, defeat the Bubotubers and the Bowtruckle nests, go up the ramp
and take out more Bubotubers and ANOTHER nest. Go back northwest and levitate
the pillar down and over to the square hole. Climb up, exit east, and repair
and levitate the pillar onto the switch, then go back to previous screen. Climb
down and exit east.
In the twentieth area, defeat two Salamanders and exit southeast. Here, destroy
the rock in the northeast, defeat three or four Dugbogs, and move the pillar to
the square hole. Climb up, exit west, repair and move the pillar onto the
switch, and exit east. From here, climb down and exit southwest. You're back to
the twentieth screen now; exit north.
Here, hit the chest for another Tri-Wizard Shield and card #27, Aqua Eructo, a
new spell that shoots a jet of water by pressing B. Go north and try it out.
When you reach the Fire Crab, run in a circle to keep away from it, except when
its shell is raised, its body glowing yellow as it shoots fireballs at you - at
that time, press the A button over and over to spam it with Confundus. When
Harry prompts you, press L, then hold B to shoot Aqua Eructo at it. Together,
levitate its shells northward to create a bridge, then hop across, run north to
the switches, press L, and exit north.
In the twenty-second area, go north, use Aqua Eructo on the fire AND the
switch, then step on the switch. Defeat the Bowtruckles and head south. Repair
and levitate the pillar onto the switch, then go south and burn the shrubs
away. You'll have to bring the fire across in a straight line because the stone
wall interferes with the line-of-sight of the arc. Move just south of the big
bush that doesn't burn away, and use it to set fire to the other set of shrubs.
Reparo+Alohomora on the chest for another Tri-Wizard Shield, then Aqua Eructo
at the switch and step on it. Go north, defeat the Salamander in one hit using
Aqua Eructo, and exit west.
On the twenty-third screen, do as you did with the previous fire crab
(Confundus, then Aqua Eructo when Confundus doesn't make it flash anymore), and
exit north after unlocking Card #26, Fire Crab.
Here, head north, using Aqua Eructo when necessary, then loop around and move
south, then move west. There's only one path; just follow it. When you're
heading west, extinguish the fires and move the pillar to the square hole.
Climb up, exit north into the cage, press L to open the gate, and leave the
cage. Open the chests to unlock Card #34, Hungarian Horntail Dragon, and to get
another Tri-Wizard Shield. Move west to end the level and get Card #35,
Forbidden Forest.
After completing Chapter 6, replay Chapter 3 to get the Shield that wasn't
available the first time through. See section 5.12 for details.
-------------------------------------------------------------------------------
5.4 - First Task
Cards available: Tri-Wizard First Task - Stadium
Tri-Wizard Shields initially available: There are no Shields on this level.
Enemies: Hungarian Horntail Dragon
Use up and down on the D-pad to move Harry up and down, right to give him a
slight speed boost, and B to jump over obstacles.
There are eight areas in this level. In the beginning, it's nothing but dodging
and jumping obstacles. You have plenty of time to prepare for most of these,
although later there are some slaloms and tunnels very close together. However,
there are only two levels Harry can fly at, so precision isn't necessary.
When the dragon appears, you'll see that she also has only two levels she flies
at, so watch her: when she moves down, move Harry up; when she moves up, move
Harry down. You can avoid both her bites and her fire breath this way - the
fire missiles she eventually shoots are harder to avoid, although staying up
when she's down and down when she's up will keep you away from most of it. Just
do your best; they don't do very much damage anyway. The other advantage you
have is that you never have to contend with obstacles and the dragon at the
same time. As always, if you run out of stamina, you'll restart at the most
recent auto-save with five full hearts.
When you finish the eighth area, you'll finish the stage and get Card #38,
Tri-Wizard First Task Stadium.
-------------------------------------------------------------------------------
5.5 - Yule Ball
Cards available: Yule Ball
Tri-Wizard Shields initially available: 3 (of 3)
If you're familiar with Dance Dance Revolution or similar rhythm games, you've
seen this kind of thing before. If not, the idea is to press the buttons that
scroll across the botton of the upper screen more-or-less in time with the
music as they pass the pulsating green light in the center.
You start with one song available, Beginner difficulty level only. Scoring a B
or higher will clear the stage and allow you to proceed with the plot (and give
you Card #39, Yule Ball). Replaying it will give you the chance to get the
Tri-Wizard Shields.
Unlocking Tri-Wizard Shields, more music, and more difficulty levels proceeds
as follows:
MUSIC 1
- Getting a B or higher on Music 1 Beginner unlocks Music 1 Intermediate and
Music 2 Beginner.
- Getting a B or higher on Music 1 Intermediate unlocks Music 1 Advanced and a
Tri-Wizard Shield.
- Getting an A+ or higher (the scale goes to at least A++) on Music 1 Advanced
earns the check mark next to it and a sense of accomplishment. That's all.
MUSIC 2
- Getting a B or higher on Music 2 Beginner unlocks Music 2 Intermediate and
Music 3 Beginner.
- Getting a B or higher on Music 2 Intermediate unlocks Music 2 Advanced and a
Tri-Wizard Shield.
- Getting an A+ or higher on Music 2 Advanced earns the check mark next to it
and a sense of accomplishment. That's all.
MUSIC 3
- Getting a B or higher on Music 3 Beginner unlocks Music 3 Intermediate.
- Getting a B or higher on Music 3 Intermediate unlocks Music 3 Advanced and a
Tri-Wizard Shield.
- Getting an A+ or higher on Music 3 Advanced earns the check mark next to it
and a sense of accomplishment. That's all.
Tips:
- When a symbol appears repeated, overlapping, for a short distance, it means
you need to hold it down that whole time. You won't get penalized for
starting to hold the button down early, so do it!
- At the higher levels in some of the songs, it actually helps to turn the
sound down completely, because some of the button-presses aren't timed
exactly when the music would lead you to think.
- You can replay this level at any time to get the three available Shields.
-------------------------------------------------------------------------------
5.6 - Prefect's Bathroom
Cards available: Glacius, Golden Egg, Mermaids, Hufflepuff Crest, Ravenclaw
Crest, Slytherin Crest, Prefects' Bathroom
Cards unlocked for purchase: Grindylow, Vampyr Mosp, Gillyweed, Gryffindor
Crest
Shields initially available: 21 (of 21)
Enemies: Vampyr Mosp, Grindylow
Mini-game: Chocolate Frogs
Like the Forbidden Forest, this dungeon is also very long. Be sure you have
time for it.
To start, go east and hit the chest for Card #42, Glacius, and the ability to
cast it - it's an ice spell. Go north, then cross the second bridge and try it
out by aiming and holding B. Get the chest here for a Tri-Wizard Shield and
exit north, trying to avoid the steam.
In the second area, go north to encounter Vampyr Mosps. The game tells you
what to do - hold B to freeze them with Glacius, then press and hold B again to
levitate them onto the steam vents. You can also use Confundus - it's a little
easier sometimes, but it's not permanent.You'll be doing this a LOT. Head east
and exit north.
Here, go north (avoiding the steam), northeast, freeze the Mosps and explode
them on the vents, go northwest, Glacius+levitate two more Mosps, west,
Glacius+levitate two MORE Mosps, exit north.
On the fourth screen, you'll be taught to neutralize Grindylows with Glacius.
Do so, then jump across the stones. Where the path branches, go east; the chest
on the platforms unlocks Card #49, Gryffindor Crest. Head back to the branching
area of the stones and go northwest. On this platform, go southwest through the
steam vents, open the chest for a Tri-Wizard Shield, and follow the path
northeast, then exit north.
In this area, freeze the Mosps as quickly as you can (the friends will shoot
Confundus; stunned Mosps can't be frozen but can be moved the same way as
frozen ones). Go north, use Reparo on the leaky pipe to your right, then use
Glacius on the spurt of water to the north. Climb up and exit north.
In the sixth area, move northeast and cross the bridge. Use Reparo on the leaky
pipe, then cross the bridge again. Use Glacius to create a climbing ledge.
First go southwest to get the chest and Card #48, Slytherin Crest. Go back
north, go east, freeze+levitate the Mosps (four of them), then return to the
frozen ledge. Climb down, cross the bridge again, go southeast and hit the
chest for a Tri-Wizard Shield, and exit north.
There's a secret here in the seventh area. Cross two bridges going east, freeze
and levitate a Mosp on the way, and when you get over the second bridge, exit
south.
Yes, south. In this hidden area, freeze the fountain, cross the bridge, freeze
the Mosps, and hit the chest to get Card #46, Hufflepuff Crest. Leave the way
you came in.
Go north, freeze and levitate three Mosps, and cross the upper set of bridges
heading west. The chest will give you Card #44, Mermaids. Hold B to stream Aqua
Eructo into the bucket, then do it again to freeze the water with Glacius, then
press L and cooperatively levitate the block of ice onto the circle. Climb up
and exit north.
Here, go west, go south, jump down, and head west across, freezing the spigots
when necessary to create more jumping platforms. At the west end, turn and go
northeast. Take out the Mosps, then exit west.
In the ninth area, go west, using Glacius when necessary; at the end, freeze
and levitate the Mosps, then go north and around, take out more Mosps, and go
east. Do what you did with the previous bucket, except this time levitate it
onto the steaming green pit. Exit north.
Follow the path of water spigots. Afterwards, go to the northwest corner for a
chest with a Tri-Wizard Shield, then freeze the water leak, climb up, and exit
north.
On the eleventh screen, go west, go north, do the Vampyr Mosp thing, go north,
go northeast. Fill/freeze/levitate the bucket down to the green pit, and use
Reparo on the leaky pipe. Go back to the beginning of the area, freeze the
leak, and climb up and exit north.
I'm betting you know just what to do here with the Mosps, so do it. Don't
overlook the vent in the southwest corner. Go north, do it again. Go north, hit
the chest for a Tri-Wizard Shield. Exit north.
In the thirteenth area, blast the round water junction with Glacius. Hop
westward across the frozen spigots, do the Mosp thing, and go northeast to
another spigot. Do NOT exit west at this time. Go east, hit the chest for a
Tri-Wizard Shield, and NOW exit west.
Here, blast Glacius at two more of those round water thingies, freeze the
floating board, and use it to jump to the center area. Go further west and
freeze/levitate a Mosp, then back to the center area. Freeze/levitate that Mosp
too, and freeze yet another board to get to the northwest corner of the area.
Get a Tri-Wizard Shield from the chest, take out the Mosp, and exit west.
On the fifteenth screen, freeze the round water thing, freeze the board, jump
onto it, and READ CAREFULLY.
To propel the floating blocks of ice, face the direction OPPOSITE the one you
want to go in, and press A to use Ventus. (When I say go north, face south and
use Ventus - that'll take you north.) Before turning to propel yourself, move
ALL THE WAY to the part of the ice block farthest from land.
Go east, south, jump off and run west. Ice up that piece of wood and go north.
Jump off, get Card #47, Ravenclaw Crest, from the chest, and do the Vampyr Mosp
thing. Ice the wood again, go south, jump off, run east, get on the other piece
of wood. Go east, north, west, south, west, jump off. Freeze and levitate the
Mosp, then get on the wood to the south. Go east, south, west, jump off, take
care of the Mosp, get back on the wood. Go east, jump off, take out the Mosps,
exit east.
On the sixteenth screen, freeze/levitate the Mosps and exit east.
Here, in the extremely complicated seventeenth area, you need to destroy five
of those round water things. You'll primarily be using Ventus to get around.
Remember, face the direction OPPOSITE the one you want to go when you cast
Ventus.
To get to all five as easily as possible, follow these steps:
- Run west, Reparo the leaky pipe, and Glacius the fountain back to the east.
Climb up and freeze the round water thing.
- Run to the southwest corner of the room, loop around, and freeze and board
the raft. Go north, east, north, then get off, run northwest, and freeze the
round water thing.
- Get back on the raft. Go south, then west. Get off, do the Mosp thing and
freeze the round water thing, reboard the raft.
- Go west, get off, and run west through the steam vents to a chest containing
a Tri-Wizard Shield.
- Board the raft again. Go north, east, north, east, south, east, north, get
off and freeze the round water thing.
- Board the raft, go south, east, north, east, south, west, get off. Take out
the Vampyr Mosp. To the northwest is the last round water thing; to the east
is a chest with a Tri-Wizard Shield.
- Reboard the raft. Go east, north, west, north, west, south, west, north,
west, south. Hop off and exit west.
Back in the previous room, freeze and board the raft. Go north and disembark.
The chest contains a Tri-Wizard Shield. To the east, freeze and levitate the
Mosps, then fill/freeze/levitate the bucket up to the green pit. Remember that
ice blocks require all three characters working together to levitate. Go north,
where you'll encounter Fred and George.
To play Chocolate Frogs, tap each brown frog once with the stylus. Don't tap
the white frogs lurking in some rounds; they're an instant loss. However,
tapping a really dark brown frog instantly finishes the round. Successfully
clear fourteen rounds to unlock the game for play at any time in the
Mini-Games menu.
Hit the chest for 30 points' worth of green jelly beans, then exit north.
This is the eighteenth area, and it has four side-rooms which are not numbered.
First, go west. There are two doors. Through the lower one, you'll blast three
round water things and fill/freeze/move a bucket. Through the upper door,
you'll freeze/levitate a series of Mosps on your way to blast another round
water thing. Go back to the original screen. Now go all the way east. Again,
two doors. The upper one has another series of Mosps; at the end is another
round water thing and a chest containing a Tri-Wizard Shield. The lower one is
just running through a long series of steam vents, blasting yet another round
water thing, and getting another Tri-Wizard Shield from the chest. Back to the
original screen again, the part with the wooden raft.
Freeze and board the raft, go north, get off and get Card #43 (Golden Egg),
then reboard the raft and go south, then east.
This is much easier than it looks. See the design below the water? Just follow
it. In order: north, east, north, west, south, east, south, west, north, get
off and exit north.
Here, press L to call the friends, then hold B to get a waterwheel spinning.
Once it's gotten going, do the same to the other, and exit north.
In the twentieth area, go north and ignore these two waterwheels for now; for
the moment, just fill/freeze/levitate the bucket westward into the green pit.
Run west, where there's a chest containing a Tri-Wizard Shield. Fill, freeze,
and levitate the bucket to the circle. Climb up, take out the Mosps, run west.
You know what to do with the bucket. Climb up, open the chest to unlock Card
#40, Grindylow, then get the waterwheels spinning as before and return to the
beginning of the area. Get these waterwheels spinning too, hit the chest for a
Tri-Wizard Shield, and exit north.
From here on out, be very careful not to touch the orange pipes - they're hot,
and they'll deplete your stamina. Go north, use Glacius on the box, and climb
up. Do the usual thing with the Vampyr Mosps and exit north.
The twenty-second screen has a chest with a Tri-Wizard Shield immediately to
your right. Then go north, freeze the Mosp, go west from there, then north,
then northwest, then northeast, then southeast, freeze/levitating another Mosp.
Continue southeast, then south, take out another Mosp, then loop around north.
Another Mosp, then go south, loop around, another Mosp, go north, get the last
Mosp. Go west and bring the bucket over to the northeast corner of the room. Go
north, use Glacius on the box, climb up, get the chests (the one on the left
contains a Tri-Wizard Shield, the other contains green jelly beans and a
stamina-restoring Chocolate Frog). Exit north.
Here in the twenty-third area, go west, do the usual thing with the Vampyr
Mosps, go north, through the steam vents, and get the chest nearer to you (a
Tri-Wizard Shield). If you accidentally hit the other chest, just press up
close to the pipes and get its spoils - it unlocks Card #41, Vampyr Mosp. Go
north, get all three Mosps onto the vents, and proceed through the opening to
your left. Follow the path. After the zig-zag part, loop around and head north.
Two Mosps. Head south out of there and go immediately east into the small area
where you saw a chest on the way in, if you didn't get it already (it's the
Vampyr Mosp card chest). Go west again, then south at the intersection, then
west. First go south into the area with the chest (a Tri-Wizard Shield), and
south from there into the area with two Mosps. Freeze/levitate, then go north,
then northeast, then north over the vent, then west. Exit northwest.
Here, before going through the steam vent to your north, you'll have to do some
Mosping. First, go west, get the chest with a Tri-Wizard Shield, and go through
the door to the north. The chest in here unlocks card #45, Gillyweed. Freeze
and levitate three Mosps onto the vents, then exit south. Run back to the
beginning of the area, then all the way to the east. Another Tri-Wizard Shield
in the chest, then exit north. Same as the previous Mosp/vent room, but this
time the chest holds a Tri-Wizard Shield. If you've followed the directions,
you should have all twenty-one shields from this stage now. Exit south, go back
to the beginning of the area, and head north. Four more instances of
freeze/levitate the Mosps, then exit northeast.
On the twenty-fifth screen, just ignore the Grindylows and go north by jumping
across the platforms to end the level and get Card #50, Prefects' Bathroom.
You can now access all the cards and Shields available in Chapters 1 and 3 that
you couldn't get the first time. See section 5.12 for details.
-------------------------------------------------------------------------------
5.7 - Care of Magical Creatures
Cards available: Incendio, Hagrid, Karkaroff, Madame Maxime, Care of Magical
Creatures
Cards unlocked for purchase: Niffler, Young Blast-Ended Skrewt, Adult
Blast-Ended Skrewt, George Weasley, Fred Weasley, Dumbledore
Shields initially available: 5 (of 5)
Enemies: Niffler, Salamander, Young Blast-Ended Skrewts, Bubotubers, Adult
Blast-Ended Skrewts
Mini-games: Hippogriff Feeding, Care of Magical Creatures (Fire Crab)
This is yet another reasonably long stage. Be sure you have the time for it.
After talking to Hagrid, go east. As Hagrid explains, you'll levitate the
Nifflers and drop them into the open crates. Nifflers can't hurt you at all, so
that'll be easy. A counter appears on the upper screen in each area so you can
see how many more creatures you need to catch. After capturing the two
Nifflers, exit southwest.
On the second screen, you need to get five creatures. There's one Niffler in
the first part, and if you go north and up the stairs, you'll find two more.
You'll also see a smashed crate - use Reparo on it, and then you can levitate a
Niffler into it. Go back down those stairs and find the ramp to the southwest.
Go down, Reparo one of the crates, and capture two more Nifflers, then exit
northwest.
The third area contains three creatures. Go north, Reparo the crate, and drop a
Niffler into it. Go west for another (which will unlock Card #52, Niffler),
then slightly south for the third. Head east, press B to use Aqua Eructo on the
flames to the north, and go inside the enclosure. The chest contains a
Tri-Wizard Shield. Now exit south.
Here, go down the ramp and head south. It's a Salamander, except you're
supposed to capture them, not kill them, so Aqua Eructo won't help you here.
Fight it with Confundus as usual, then levitate it into the crate when it turns
black. Move west. Crate two more Salamanders and exit south.
In the fifth area, Hagrid explains what to do with the Young Blast-Ended
Skrewts. These little guys are so dumb they'll sometimes wander into a crate
all by themselves, saving you a little work. But first, go to the southwest
corner. Move the barrel and hit the chest for a Tri-Wizard Shield. To capture
the young Skrewts, use Wingardium Leviosa on the red berry plants (seizing a
single berry), then lure the Skrewts toward the crates. Trial and error will
help you get the timing down. After all three are captured, go east, but don't
exit yet - the chests to the north contain 20 points' worth of green jelly
beans each. Go south, get rid of the Bubotubers, and hit the chests to get
several Chocolate Frogs, restoring any stamina you lost from fighting the
Salamanders. Now, go back north and exit east.
You need three creatures in the sixth area. Go southeast a little, and then
there's a crate in an enclosure to the north. Get a Skrewt into there. To the
east, there's another crate in another partial enclosure; get one in there too.
Lure the last one north into another stone enclosure with a crate you'll have
to use Reparo on. Once that Skrewt's captured, go south to the intersection
and go northwest, but before passing through the entryway where the barrier
just disappeared, run west for a chest containing 30 points' worth of green
jelly beans. NOW exit the area.
The seventh area has three creatures. Reparo the crate to the north and put a
Skrewt in; ignore the crate on the upper ledge for now. To the northeast is
another crate; put a Skrewt in there to unlock Card #53, Young Blast-Ended
Skrewt. A crate to the east needs Reparo'd; put a Skrewt in there and exit
north. A chest here contains silver jelly beans, big green jelly beans, and
Chocolate Frogs. Exit south to the previous area, and exit southeast.
Go up the first ramp, move the pumpkins, and open the chest to get Card #56,
Hagrid. Go up the next ramp and work your way north, back to Hagrid. Then exit
west.
You've been in this area before; go west, take out the Bubotubers as you come
across them, and exit south. There's one lone Niffler here; crate it, then jump
down to the southwest and open the crate to unlock Card #57, George Weasley.
Climb back up the ledge, exit north to the previous screen, then exit
northwest.
Here (the third area again), follow the path around, extinguish fires and
defeat Bubotubers as necessary, and exit south.
This time in the fourth area, you'll go directly south, use Aqua Eructo on the
flames, and defeat and crate the Salamander. Go east, move crates and barrels
out of the way and defeat the Bubotubers, and open the chest to get Card #59,
Karkaroff. Now, go north and loop around to where you saw a barrier disppear,
and exit south.
In the fifth area, go east; there's a chest that wasn't here the first time.
Open it to get Card #55, Incendio, and the ability to use it - it's a fire
spell. Do NOT exit south. Instead, backtrack through the past few screens until
you get to to original second area, and go up to the northwest where you crated
two Nifflers the first time through. Use Incendio on the spiky bush up here,
exit west, go south and hit the chest for a Tri-Wizard Shield, then go back to
the fifth screen the way you got there before.
Once you're back in the fifth area, get green jelly beans out of the other
chests again if you want, then go to the spiky bush and press B to shoot
Incendio at it. Exit south.
Here, go south, then immediately west. The chest here contains Card #60, Madame
Maxime. Go back to the main area, hit the switch to the south, the switch to
the east, and then the big switch to the far south (press L to get the whole
group to stand on it). Leave the enclosure, hit the chest to the north for a
few Chocolate Frogs, and press B to use Incendio on the small shrubs. Exit
east.
Here, run east, run north as soon as you can, and get the Skrewt to shoot
fireballs at you near the huge pumpkin in the northeast. When the pumpkin
explodes, run north and defeat the Bubotubers. In this part of the area, run
around getting the Skrewt to destroy all four large pumpkins. Two of them
conceal switches you'll need to step on; the other two conceal chests. One
chest has a Tri-Wizard Shield; the other unlocks Card #58, Fred Weasley. Exit
north.
Run northeast, then north; defeat Bubotubers and extinguish fires. Set the
group of three shrubs on fire with Incendio, then loop south. Put out the fires
and exit west.
The chests in this area contain green jelly beans and Chocolate Frogs, but you
can wait to get those until the Skrewt's out of the way. The objective is to
steer it into the stone enclosure to the north, using Incendio. You might have
to go at it from several different angles to get it in there. Once it's in far
enough, a stone wall will come up, the barrier to the south will disappear, and
you'll unlock Card #54, Adult Blast-Ended Skrewt. Get the chests if you haven't
already, and exit southwest.
Here, go up the stairs, move the pumpkin in your path to the north, and go
through where the barrier disappeared and up the ramp. Approach the Hippogriff
for a mini-game.
To play Hippogriff Feeding, tap the flying ferrets in order according to the
order of colored dots on the top screen. (For example, if the dots are in the
left-to-right order red-yellow-purple-blue, that's the order in which you need
to tap the glowing spots on the touch screen.) At first there's only one ferret
at a time, then the sequence gets more difficult, increasing eventually to four
differently colored ferrets at a time. Each round consists of multiple stages
of ferret-catching. Play successfully through five rounds to unlock the game
for play at any time in the Mini-Games menu.
Afterwards, go southwest and talk to Hagrid again, then go east past the
Hippogriff. The pumpkin that previously blocked the east exit is gone now, so
go through that way.
In this area, there are two crates in a stone enclosure accessed by looping
northeast. Get two Skrewts into those, then leave the enclosure and continue
east. Go south down a staircase, and hit that chest for another Tri-Wizard
Shield. Go north up the staircase again, and continue east. Put the Skrewt in
the crate to the north, then exit northeast.
Two of the crates on this screen need Reparo'd; get four Nifflers crated to
proceed. Exit southeast.
Here, go east, then south down the ramp. Get the Salamanders in the crates and
continue south. Crate two more Salamanders and exit southeast.
It's another adult Skrewt! Run south, get it to destroy the big pumpkin, and
exit east.
Lure these two little Skrewts ALL the way east. Put out fires, and set shrubs
ON fire, as necessary, all the while luring the Skrewts with you - try to bring
them both over at once. You'll need to get rid of two Bubotubers as well. Get
the Skrewts into the crates in the stone enclosure to the south, then exit
north.
Go north, have the Skrewt destroy the big pumpkin, then run to the stone switch
and press L. Once the gate opens, go north, have THAT pumpkin destroyed, hit
the chest to the north to unlock Card #61, Dumbledore, and exit west.
In this area, go west to the baby Fire Crab to trigger another mini-game.
To play Care of Magical Creatures (Fire Crab), drag any items off the conveyor
that don't appear on the top screen during that stage; as the game progresses,
you'll also need to put the foods in the left-to-right ORDER they appear on the
top screen. Once the foods on the conveyor match those on the top screen, tap
the lever at the bottom to feed the crab. Each rounds consists of several
stages of putting the foods in the right order. Play successfully through three
rounds to unlock the game for play at any time in the Mini-Games menu.
Then put a Niffler in one crate and a baby Skrewt in the other, and exit north.
In the next area, run north, burn the shrubs and destroy the Bubotubers, then
use Incendio to drive the Skrewt into the enclosure to the north, as before, to
end the level and get Card #62, Care of Magical Creatures.
You can now access all the cards and Shields available in Chapter 2 that you
couldn't get the first time. See section 5.12 for details.
-------------------------------------------------------------------------------
5.8 - Second Task
Cards available: Tri-Wizard Second Task - Lake
Shields initially available: 6 (of 6)
Enemies: Grindylows
On this level, use the D-pad to move; use the A button to use the wand (to
break down doors and gates, to move stones, to open chests, and, theoretically,
to attack Grindylows, though I've had little success with that); and the B
button, tapped repeatedly, to swim faster. If caught by a Grindylow, hold the
D-pad in the opposite direction and tap B to escape its clutches.
In the first area, go east until you're halted by a message reminding you about
the use of the B button. Continue east and go up at the first opportunity; the
chest in this alcove contains a Tri-Wizard Shield. Go back down and exit east.
In the second area, just follow the path, doing your best to avoid the
Grindylows, and eventually exit south.
On the third screen, go straight east, avoiding the Grindylows and the balls of
pink moving seaweed. Go through the archway at the end, then exit the screen by
swimming up.
Here, go up, avoiding the Grindylows and the pinkish-purple anemones clinging
to the stone walls. When you get to the large area, follow the east wall.
There's a little hole in there that Grindylows occasionally peek out from. Go
through this hole into a tiny room with a chest containing a Tri-Wizard Shield
- probably the hardest one to find in the game. Thanks to asegiel on the
GameFAQs message boards for the tip! Go back through the tunnel and swim up,
then just follow the path, watching out for the falling stalactites.
In the fifth area, keep swimming up. When forced to choose a direction, it
doesn't matter, but after completing the half-circle loop, be sure to hit that
chest for two Chocolate Frogs before exiting up.
Here, follow the path and go east, staying low near the ships but keeping away
from Grindylows. One ship has a chest with a Tri-Wizard Shield; grab it and
continue east. Use the A button to blast the door out. Go down, then go west -
the current will push you, so you can give your hands a rest. Then exit by
going down.
On the seventh screen, follow the path but stop at the door - do NOT go to the
bottom of the area yet. Blast out the door and get a chest with a Tri-Wizard
Shield, then go back west and now go to the bottom of the screen. Go east
through the small hole to exit.
Blast out this door and work your way east through the Grindylows. This is a
REALLY small area.
Here, go east until stopped by a rock. Press A to move it, then continue east,
fighting the current when necessary. Exit east.
In the tenth area, go past the seaweed and swim down. To the west, past another
seaweed, is a chest with a Tri-Wizard Shield. Now proceed east. Knock the stone
out of the way, continue, knock three more, and continue, exiting east.
Here, let the current carry you up. At the top, go east, then down. Blast that
gate out of the way and go west, then knock that round stone to the west and go
back up. This time, you're able to head west into another little alcove with a
chest containing a Tri-Wizard Shield. If you've followed directions, you should
now have all six for this level. Go back down and keep going down, then exit
east.
On the twelfth screen, follow the path east as the walls crumble around you,
and exit east.
Here, just swim east a little till you see the group of people; get close to
them to end the level and get Card #64, Tri-Wizard Second Task Lake.
-------------------------------------------------------------------------------
5.9 - Moody's Challenges
Cards available: Moody's Challenges
Cards unlocked for purchase: Dark Mark, Pensieve
Shields initially available: There are no Shields on this level.
Enemies: Dugbogs, Salamanders, Grindylows, Vampyr Mosps, Bowtruckles, Red Caps,
Erklings, Adult Blast-Ended Skrewt
Mini-game: Bertie Bott's Bean Sorting
This level is a series of puzzles solved by putting to use all the techniques
you've learned so far in the game. There is no navigation.
However, before starting, go northeast and talk to the twins to play a
mini-game.
To play Bertie Bott's Bean Sorting, touch the jelly beans and make a flinging
motion with the stylus, tossing them in the general direction of their
respective pot on the upper screen. Remove all beans from the lower screen
within the time limit to win. If a bean lands in the wrong pot, a new bean (of
either color) will appear on the lower screen for you to properly dispose of. I
find it easiest to throw all the beans of one color (whichever there are fewer
of), and then all the beans of the other color. It's pretty easy for quite a
while, with the beans increasing in number and no other tricks or twists, but
eventually the pots start switching positions. Here's the way to tell whether
this will happen in a given round: most rounds start with the yellow pot on the
left and the blue pot on the right, but the rounds where they move back and
forth start with them the other way around. The best tip I can offer for these
rounds is to continue tossing one color at a time, watching for the pots to
change, and then CONTINUE with that color in its new pot as soon as the change
happens. These rounds give you more time than usual, but still require extra
speed, accuracy, and foresight - and a bit of luck, as sometimes the pots will
switch while beans are in the air, causing a miss through no direct fault of
your own. The only other thing to watch for, during ANY round, is that
sometimes a bean is partially hidden by the counter in the lower-right corner.
If you think you've gotten all the beans but the round hasn't ended, check down
there. Play successfully through twenty-one rounds to unlock the game for play
at any time in the Mini-Games menu.
Ahem. The chest that appears contains 30 points' worth of green jelly beans.
Now proceed to the door in the north to enter the actual level.
Challenge #1: Defeat the Dugbogs without using Confundus.
Solution: There are three Dugbogs. Smash them with the dresser, using
Wingardium Leviosa. You'll have to use Reparo on the dresser after
each time you drop it, though.
Challenge #2: Defeat the Salamanders without using Aqua Eructo.
Solution: There are two Salamanders. Do as you did with them BEFORE Aqua Eructo
came along - Confundus them till they're black. But, you say, there
are no pools of water? Well, once they're black, drop them in the
pits on the north end of the room and step on the switch to run water
on them. Victory!
Challenge #3: Defeat the Grindylows.
Solution: Use Glacius on all three of them; move around by freezing the
spigots. Hit the chest to unlock Card #66, Pensieve, then levitate
the Grindylows out of the water and onto the ground.
Challenge #4: Defeat all enemies.
Solution: Freeze the first Mosp you see. Defeat one Bowtruckle nest and freeze
the Mosp next to it; do the same with the other nest and freeze the
third Mosp. Levitate the Mosps onto the steam and wait for them to
explode.
Challenge #5: Defeat the Red Caps.
Solution: There are four of them. First, go west; stand near the switch and
face east. Grab a Red Cap as it approaches, drop it on the trapdoor,
and quickly step on the switch. Splash! Do it again to the other Red
Cap on that side. Now go to the east and face west, moving slowly
west as the Red Caps creep toward you. When they charge, hop on that
switch and laugh as they fall in. You might have to do it once for
each, but sometimes they both fall for it at once and it's even
funnier. If they just keep creeping, that's okay too - by the time
they're standing on the trapdoor, you should be right there ready to
hit the switch anyway.
Challenge #6: Defeat all enemies.
Solution: There are two Erklings and two Dugbogs on this stage - it's HARD. Get
the Erklings first - one, then the other - then go after the
much-more-harmless Dugbogs. You know how it is, drop the dresser on
them, use Reparo between dresser-drops. Tip: try Verdimillious on the
Erklings instead of Confundus (press B instead of A), and hit them
with it as soon as they appear onscreen, before they start playing
their flutes. Takes a lot less luck and accuracy. Thanks to
vaguely_aware on the GameFAQs message boards for the tip.
Challenge #7: Defeat the Grindylows by standing on one.
Solution: Freeze the two Grindylows nearest you, then use one as a stepping
stone to the west, where you'll freeze another. Dump the two normal
ones on dry land to win.
Challenge #8: Defeat all enemies.
Solution: Get the two Salamanders in the water before you even think about
going for that chest - but get the chest BEFORE going after the Red
Caps. It unlocks Card #65, Dark Mark. Now do the usual thing with the
two Red Caps (one on each side), dumping them into the water upon
capture.
Challenge #9: Defeat all enemies.
Solution: Freeze the three Mosps and levitate them onto the steam - you can't
do anything about the Skrewt. This ends the level and give you Card
#67, Moody's Challenges.
-------------------------------------------------------------------------------
5.10 - Third Task
Cards available: Tri-Wizard Third Task - Maze
Shields initially available: There are no Shields on this level.
Enemies: Vampyr Mosps, Dugbogs, Salamanders
Go east and... well, keep going straight east until you're past the diamonds.
Go around the very small rectangle and keep going east, then go north. Go east
at the first real opportunity, then go south, then east, then northeast. Then
straight east, north at the intersection, exit east.
Go east. Ignore the Mosps if you want. Follow the path and use Ventus on the
two logs, dodge the Mosps, Ventus another log, and follow the path some more.
None of the rocks contain jelly beans or Frogs, so ignore them until you have
to move a few to get through. Ventus another log, use the little alcoves to get
around them, and exit east.
Go southeast and follow the path, avoiding the red-flowered plants and the
spiky balls. When forced to choose a direction, go north, then east, then
south, then east, then north until the LAST opportunity to go east, then keep
following the path. Jump across the lake on the flowers. At the next
intersection, go north, then east at the first opportunity, north, east,
south till you can't go south anymore, then west, south, east. Go north until
the second chance to go east, and there you'll go east. Take either exit, it
doesn't matter.
Go east until you can go north. Then west, then north, northwest, east to the
switch. North where the shrub just disappeared, hit the switch, defeat Dugbogs
for beans if you want. Go west from there, then south. Hit the switch - make
sure they're all actually pressed down - and work your way back to the path
along the very bottom of the area. You can now go further east.
You'll get blocked by another shrub, so work your way north, and go west at the
very north edge. Go south into the Salamander room, use Aqua Eructo on them,
and press both switches down and return to the south path.
Go east some more, and north at another set of shrubs. All the way to the north
again, then west. Hit the switch in the alcove and go south. Hit the switch in
this room and go back to the far south path. Exit east.
Here, go around the long shrub one way or the other, then proceed east.
Obviously, you'll want to take the paths through that shrubs DON'T pop up in,
but it'll be obvious as you get to them. After three of those areas, there's a
long straight section where you need to be prepared to slalom - the shrubs will
pop up only as you get right up near them. Use the flower to hop across - and
in this part, go to the part where shrubs ARE and wait for them to disappear,
since the clear areas will sprout shrubs. Hop across another flower and wait
for shrubs to disappear again. Another flower hop. The direction you choose
here doesn't matter at all, but for the walkthrough's sake let's go north. Go
east when prompted, south when able, then west, south, east when able, north,
east, south, then head east and use either exit, it doesn't matter.
Head south till you can't go any further south, then go east. Use Herbivicus...
a lot. Go southeast at the second intersection, and keep going east along the
southern edge until FORCED to go north. Go northeast till you get to the north
shore, then go east and south and get off at the east shore. Here, go south,
east, hit the switch in this area and just... don't WORRY about the fireballs,
but try to get through FAST. Go east, then immediately north and west to hit a
second switch. East from there to another, then east, south, east, and yay no
more fireballs. If you can't get through, you didn't actually press all the
switches down. Once you do, exit east.
Okay. North, hit the switch, go east and keep moving east till you see another
switch. East, south when able, west at the first chance and hit a switch, then
south, then west, then north. West here, but south immediately and west to a
switch, then east and north to where you were. West till you can go south, then
straight south till you can go east. Watch for the spiky balls on the ground.
North when able, then go either way around the big square shrub and approach
Cedric. Short dialogue. Move closer, more dialogue. Move up and touch the cup
to end the level and get Card #72, Tri-Wizard Third Task Maze.
-------------------------------------------------------------------------------
5.11 - Voldemort
Cards available: Expelliamus, Riddle Graveyard
Shields initially available: There are no Shields on this level.
Enemies: Voldemort
This chapter is all combat, in three different styles.
Part 1: Hit Voldemort from a distance by pressing A, hiding behind the
gravestones between shots. Eventually the gravestones will be destroyed, and
you'll just have to run in the small area you're given, avoiding straight-on
shots and overhead spells. When Voldemort is surrounded by wisps of blue and
white smoke, don't even try to hit him - you can't damage him when that shield
is up. Eventually - I don't know what triggers it, whether it's damage-based
or time-based - this part of the fight will end, and you'll go to a 3-D Magical
Encounter. For me, it's after I've hit him 18-20 times.
Part 2: Standard 3-D Magical Encounter, really. Because the top option (trace
spells) are easy to mess up, you're best off using one of the other two -
whichever you're better at. You'll need to use all three types of defensive
tactics. Five or six rounds should do it.
Part 3: It's just like the Yule Ball again, except with more regular timing,
and in well-spaced spurts, and without L and R. You can mess up a bit - just be
successful enough, often enough, to eventually get the meeting point of the
wands all the way to the left. Clearing this part will end the level and the
game and give you Card #73, Expelliamus, and Card #74, Riddle Graveyard.
-------------------------------------------------------------------------------
5.12 - Things to do when replaying levels
Certain areas in the early levels can't be accessed until you have the right
spells to let you get to them, and all levels can be accessed after finishing
them by choosing Adventure and scrolling through the levels to the one you
want. By doing so, you can find cards and Shields that weren't available to you
the first time through. The last spell you learn comes along in Chapter 7.
Refer to the relevant sections in the walkthrough if you're confused about the
numbering of areas within levels.
After getting the extra items from each chapter, you can choose Quit from the
Pause menu after the next auto-save, and then you're able to keep those items
without having to play through the whole level.
**********
Chapter 1 - Quidditch World Cup Campsite
Access after: Chapter 6
Spells necessary: Reparo, Aqua Eructo, Glacius
Cards available: Death Eater
Shields: 3
Fourth area: Just past the chest, there's a broken log. Press B to use Reparo,
then levitate it onto the brown rocks sticking out of the water. Jump across
and go south for a Tri-Wizard Shield. Then return to the regular pathway.
Sixth area: Go north to a burning pile of grass and press B to use Aqua Eructo
on it. Go northwest, defeat the Bubotubers, and hit the chest for a Tri-Wizard
Shield. Return to the regular route through the area.
Seventh area: Along the shoreline you'll see another broken log. Use Reparo and
levitate it onto the rocks in the water. Jump across and hit the chest to get
Card #9, Death Eater. Return to the usual route through the area.
Eighth area: Just south of the Bowtruckle nest you'll see boards floating in
the water. Freeze one, use Ventus to go west, and get the chest for another
Tri-Wizard Shield. Use the same method to return to the regular path through
the area.
**********
Chapter 2 - Defense Against the Dark Arts
Access after: Chapter 7
Spells necessary: Reparo, Incendio
Cards available: Mad-Eye Moody, Professor Snape
Shields: 2
Second area: Use Reparo on the suit of armor to the west and go through; the
chest here contains a Tri-Wizard Shield.
Second area: Use Reparo on the suits of armor to the north and go through; the
chest here contains Card #16, Mad-Eye Moody. You'll have to defeat an Erkling
before you can leave.
Fifth area: Use Incendio on the woodpile to the northeast and go through; the
chests here contain Card #17, Professor Snape, and a Tri-Wizard Shield.
**********
Chapter 3 - Forbidden Forest
Access after: Chapter 6
Spells necessary: Glacius
Shields: 1
Twelfth area: As soon as you enter, you'll see a floating board. Use Glacius on
it, hop on, and ride it north with Ventus. The chest here contains a Tri-Wizard
Shield. Ride the board south again and continue as usual.
**********
Chapter 4 - First Task
All cards are available the first time through the level - in fact, one of them
is buyable as early as the beginning of the game.
**********
Chapter 5 - Yule Ball
The card is available the first time through the level; the Shields are gained
by replaying the level and clearing the Intermediate difficulty of each song.
This can be done at any time.
**********
Chapter 6 - Prefects' Bathroom
All cards and Shields are available the first time through the level. If you're
missing one, it's probably Card #46, Hufflepuff Crest. See section 8 below -
the card is in a hidden room southeast of the seventh area.
**********
Chapter 7 - Care of Magical Creatures
All cards and Shields are available the first time through the level. If you're
missing one, see section 7 below - it's Shield #3 on the list under Chapter 7,
and it's easy to miss if you don't know you need to backtrack after getting
Incendio. If you're getting it on the replay, you must play the level up to the
point where Hagrid tells you to catch the adult Skrewts and sends you on your
way again.
**********
Chapter 8 - Second Task
All cards and Shields are available the first time through the level. If you're
missing one, see section 7 below - it's Shield #2 on the list under Chapter 8,
and it's the hardest Shield to find in the whole game.
**********
Chapter 9 - Moody's Challenges
All cards are available the first time through the level.
**********
Chapter 10 - Third Task
All cards are available the first time through the level - in fact, three of
them are buyable as early as the beginning of the game.
**********
Chapter 11 - Voldemort
All cards are available the first time through the level.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Part 6 - Mini-Game Information
-------------------------------------------------------------------------------
Most mini-games automatically save after every few rounds, so if you lose, you
can immediately replay from the last checkpoint instead of from round 1.
The mini-games are listed here not in the order they're unlocked, but the order
they appear on the mini-games menu, with the Niffler simulator tacked on at the
end.
-------------------------------------------------------------------------------
6.1 - Chocolate Frogs
Unlocked: Chapter 6, Prefects' Bathroom
Shields: 3 (after clearing round 7, round 11, and round 15)
Instructions and Tips:
There are 24 rounds, and the frogs become more numerous as you progress.
I find it helps to keep the stylus near the top of the touch screen, tapping
randomly and wildly to get the frogs before they fully come down, but keep an
eye on the top screen to see what's coming, since tapping a white frog is an
automatic loss. However, tapping the dark brown (almost black) frogs is an
automatic stage-clear.
-------------------------------------------------------------------------------
6.2 - Care of Magical Creatures (Fire Crab)
Unlocked: Chapter 7, Care of Magical Creatures
Shields: 3 (after clearing round 1, round 2, and round 3)
Instructions and Tips:
There are 5 multi-stage rounds, and the goals become more complicated as you
progress. At first it's just removing unnecessary items, then it's just
swapping the order, and by the end there are five or six items on the conveyor,
at least one of which gets removed and the rest of which must be put in order.
Once the items on the conveyor (AND their order) match what's on the upper
screen, you'll tap the switch at the bottom. Each round consists of several
stages of putting the foods in the right order. Play successfully through three
stages to unlock the game for play at any time in the Mini-Games menu.
-------------------------------------------------------------------------------
6.3 - Aparecium Pairs
Unlocked: Chapter 4, Forbidden Forest
Shields: 3 (after clearing round 9, round 14, and round 17)
Instructions and Tips:
There are 25 rounds. You'll squiggle the stylus across the screen until you see
the outline of a card, then concentrate on that area till you can tell what it
is, and THEN, if it's one of the target cards on the top screen, you'll keep
going at it with the stylus until you've cleared about 90% of the fog away from
it. You don't need to press hard, but you do need to do it quickly.
In the beginning, ONLY the needed cards will appear, but as you progress, extra
cards will appear on the touch screen. It helps to know that there are only
five places where cards will appear:
X X
X
X X
It also helps to know that there are only five cards that will appear: Hagrid,
Dumbledore, Harry, Ron, and Hermione. After a few early rounds you should be
able to tell which card you're scratching at after only a second or two,
without even revealing the whole card, and that'll speed up the process since
you'll spend less time on cards that aren't your target.
Also, as you progress, the number of target cards increases, eventually with
three target cards, and they'll rotate on the upper screen. Develop the habit
early of looking up, saying the names of the target characters to yourself,
and repeating them in your head as you scratch - it'll help keep you from
continuing to (for example) scratch at Ron's card when you're looking for
Harry, Hermione, and Dumbledore.
-------------------------------------------------------------------------------
6.4 - Hippogriff Feeding
Unlocked: Chapter 7, Care of Magical Creatures
Shields: 3 (after clearing round 2, round 4, and round 6)
Instructions and Tips:
There are 9 rounds, each consisting of multiple stages, and there are more (and
longer) stages within each round as you progress. Just tap the colored orbs
(representing ferrets) in the order the top screen indicates. In the beginning,
you'll see just one colored dot in the bar on the top screen, so you'll tap the
only glowing orb there is, but eventually the sequence grows as long as four
dots, and you must tap the correspondingly colored orbs in the correct
left-to-right order. The dots/orbs come in only four colors: red, yellow, blue,
and purple. You'll need to get them as far off as possible - if they're too
close when you tap them, it still counts as a miss.
The progressions are as follows:
Round 1 - Two stages of one ferret each
Round 2 - Two stages of two ferrets each
Round 3 - Two stages of three ferrets each
Round 4 - Two stages of four ferrets each
Rounds 5 through 8 - Four stages per round; one stage each of one, two, three,
and four ferrets
Round 9 - Four stages of four ferrets each
-------------------------------------------------------------------------------
6.5 - Wizard Sweet Sorting
Unlocked: Chapter 2, Defense Against the Dark Arts
Shields: 3 (after clearing round 4, round 10, and round 17)
Instructions and Tips:
I consider this the easiest of all the mini-games. There are 25 rounds, and the
sweets get smaller and more numerous as you progress, but there are no tricks
or surprises. Tap quickly and accurately; don't slide the stylus.
-------------------------------------------------------------------------------
6.6 - Bertie Bott's Bean Sorting
Unlocked: Chapter 9, Moody's Challenges
Shields: 3 (after clearing round 8, round 18, and round 27)
Instructions and Tips:
There are 48 rounds. It's usually simple enough: touch the jelly beans and make
a flinging motion with the stylus, tossing them in the general direction of
their respective pot on the upper screen, removing all beans from the lower
screen within the time limit to win. If a bean lands in the wrong pot, a new
bean (of either color) will appear on the lower screen for you to properly
dispose of. I find it easiest to throw all the beans of one color (whichever
there are fewer of), and then all the beans of the other color.
It's pretty easy for quite a while, with the beans increasing in number and no
other tricks or twists, but as you progress, the pots sometimes switch
positions. Here's how to tell whether this will happen in a given round: most
rounds start with the yellow pot on the left and the blue pot on the right, but
the rounds where they move back and forth start with them the other way around.
The best tip I can offer for these rounds is to continue tossing one color at a
time, watching for the pots to change, and then CONTINUE with that color in its
new pot as soon as the change happens - just do two to four at a time and wait
for the switch, and you should be fine. These rounds give you more time than
usual, but still require extra speed, accuracy, and foresight - and a bit of
luck, as sometimes the pots will switch while beans are in the air, causing a
miss through no direct fault of your own.
The only other thing to watch for, during ANY round, is that sometimes a bean
is partially hidden by the counter in the lower-right corner. If you think
you've gotten all the beans but the round hasn't ended, check down there.
-------------------------------------------------------------------------------
6.7 - Care of Magical Creatures (Niffler)
Unlocked: Before starting the game
Shields: 10
Instructions and Tips:
The Niffler game is like EA's half-baked answer to Nintendogs. After blowing
into the mic to call the Niffler, you'll be greeted by what looks like an ugly
yellow long-tailed meerkat. There are three different things to do with the
Niffler - wash, feed, and play - and you'll eventually need to do all three to
get all the Shields. As each chore progresses, the bar at the top will move to
either the left or the right. If the bar goes all the way to the black cloud on
the left, the Niffler will disappear in an angry huff. You want it to move
right - when the Niffler's portrait reaches the pink heart, he'll appear on the
bottom screen and shamelessly prompt you to scratch and rub his head, back, or
tummy with the stylus until the pink bar on the left reaches the top of the
screen. When it does, the Niffler will wobble around and flop over in a joyful
fit of Niffler ecstasy. This will score you a Tri-Wizard Shield.
Yes, really.
On to the chores:
If your Niffler is covered in a black-brown layer of filth, you need to wash
him - any other action will send the affection meter sailing to the left. Tap
the center icon, the bucket with the brush. Then tap the brush and make a
sweeping motion toward the top screen, similar to the flinging motion in Bertie
Bott's Bean Sorting. The Niffler will grab the brush and scrub himself into a
lather. Now make the same motion with the water bucket next to the brush,
flinging it toward the top screen, and keep flinging the water bucket until the
affection meter reaches max. Five or six buckets-ful of water will rinse him
thoroughly. Proceed to scratch him and earn your Tri-Wizard Shield.
If the Niffler's not dirty, he's a little harder to figure out. The icon on the
left is a bucket of fruits and vegetables; the icon on the right contains
various toys for the Niffler. Tap one of them, then tap various icons that
appear and watch the Niffler's reaction - indifference, or shaking his head, or
vigorous nodding. When something from one of those two menus provokes that last
reaction, fling it towards the top screen. Then do it some more with the same
item or another item he seems favorable toward - some items seem to raise the
affection meter more. For example, my Niffler seems to have a particular liking
for apples and empty glass bottles - your Niffler may vary, or it may not
really matter at all. Just keep after him with things he approves of until the
affection meter reaches max - depending on the item and your success with
picking the right objects, this may take anywhere from five to ten tries - then
proceed to scratch him and earn your Tri-Wizard Shield.
Taking care of your Niffler on ten different occasions will give you all the
Shields available from this game.
When you're ready to leave the game, press Start to go to the Pause menu, and
select Come Back Later to make sure your progress is properly saved.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Part 7 - Shield Location List
-------------------------------------------------------------------------------
In particular, replaying Chapters 3, 6, and 7 to get any missed cards or
Shields can be intimidating because the levels are so long (and because you may
need only one or two items from each level of twenty areas or more). To make it
easier, here's a tip: After getting all the missing items from a chapter, you
can choose Quit from the Pause menu after the next auto-save, and then you're
able to keep those items without having to play through the whole level. Nice
on Chapter 3 when there's only one item you can't get the first time through
and it's only halfway through the level; also nice on Chapter 7 when you may
have missed the Shield just west of the second area and need to replay the
level to get it but don't want to recapture the two big Skrewts.
Chapter 1 - Quidditch World Cup Campsite (7 Shields)
1. Sitting out in the open in the fifth area.
2. In a chest on a ledge in the northeast part of the seventh area.
3. In the first chest you see in the ninth area.
4. In a chest northwest of a Bowtruckle nest in the ninth area. Easy to miss
under the "right" conditions, but you can always come back later for it.
5. In the fourth area, accessed by using Reparo on the broken log and hitting
the chest on the newly accessible island. This Shield is available only
after completing Chapter 2 and getting Reparo.
6. In the sixth area, accessed by using Aqua Eructo on the burning grass and
going east to the chest. This Shield is available only after completing
Chapter 3 and getting Aqua Eructo.
7. In the eighth area, accessed by using Glacius on the floating boards and
using them as rafts to the island. This Shield is available only after
completing Chapter 6 and getting Glacius.
Chapter 2 - Defense Against the Dark Arts (5 Shields)
1. To the east of the staircase in the fourth area.
2. In a chest you can climb to in the eighth area, but only after getting
Reparo.
3. In one of the chests in the small room to the west of the ninth area,
accessible with Reparo.
4. Use Reparo on the suit of armor to the west in the second area and go
through. This Shield is available only after completing the chapter and
going back in with Reparo learned.
5. In the fifth area, use Incendio on the woodpile to the northeast and go
through. One of the chests contains a Shield. This Shield is available only
after completing Chapter 7 and getting Incendio.
Chapter 3 - Forbidden Forest (24 Shields)
1. On the island to the west in the first area, accessede by moving a pillar.
2. In a broken chest beyond a stump in the west part of the third area.
3. In the area you access by exiting east from the Dugbog part of the third
area.
4. In a broken chest west of the Dugbog part of the third area.
5. Jump into the waterfall in the north of the third area and move north.
6. At the beginning of the fifth area, in a broken chest behind a pile of
rocks.
7. In the area you access by climbing a pillar and exiting southeast from the
fifth area.
8. In the area you access by moving a pillar and exiting north from the fifth
area.
9. In the chest in the north of the sixth area, immediately before exiting.
10. In the chest in the southwest corner of the seventh area, accessed by
burning shrubs and moving a pillar.
11. Go northwest from the beginning of the eighth area to get this one.
12. In a broken chest immediately before exiting the eighth area.
13. In a broken chest at the far north end of the ninth area, shortly before
exiting.
14. By using Herbivicus and taking the northeast route when the path forks in
the eleventh area.
15. Hidden by a tree in the southwest corner of the eleventh area.
16. In the area you access by climbing a pillar and exiting south from the
thirteenth area.
17. Burn away the shrubs to the west at the start of the fourteenth area to
access the chest.
18. Burn away the shrubs to the east at the start of the fourteenth area to
access the chest.
19. In the fourteenth area after defeating the Salamanders - move the round
stone into the spiky pit and move between the fire pits to get it.
20. In the area you access by exiting the seventeenth area to the southwest.
21. In the mandatory chest at the beginning of the twenty-first area.
22. In the broken chest in the southwest corner of the twenty-second area.
23. In one of the chests available after exiting the dragon cage in the
twenty-fourth area.
24. As soon as you enter the twelfth area, use Glacius on the floating board.
Ride it north to a chest, then ride it back south to the main path. This
Shield is available only after completing Chapter 6 and getting Glacius.
Chapter 4 - First Task (no Shields)
Chapter 5 - Yule Ball (3 Shields)
1. Get a B or higher on Music 1 Intermediate.
2. Get a B or higher on Music 2 Intermediate.
3. Get a B or higher on Music 3 Intermediate.
Chapter 6 - Prefects' Bathroom (21 Shields)
1. The chest in the northwest corner of the first area.
2. Go slightly southwest after crossing all the way to the north on small
stone platforms.
3. The chest in the southeast corner of the sixth area, immediately before
exiting.
4. The chest in the northwest corner of the tenth area.
5. In the twelfth area, after taking out all the Mosps, immediately before
exiting.
6. The chest in the northeast section of the thirteenth area - make sure you
jump across the water spigots and get it BEFORE you exit west, since you
can't re-enter this area after leaving.
7. The chest in the northwest corner of the fourteenth area, immediately before
exiting.
8. In the seventeenth area, in a part where you have to run through steam
vents. See the walkthrough for full details on how to get there.
9. In the seventeenth area, in the part where you'll also destroy the last
round water thing if you're following the directions in the walkthrough,
which has full details.
10. In the sixteenth area (after you've cleared the seventeenth area), in a
chest to the north once you get off the raft.
11. In the upper of the two side areas to the east of the eighteenth area,
right near the round water thing.
12. In the lower of the two side areas to the east of the eighteenth area, just
south of the round water thing you need to destroy.
13. Run all the way to the west at the beginning of the twentieth area to get
this one.
14. In the chest to the right of the door in the twentieth area, immediately
before exiting.
15. Immediately to the east at the beginning of the twenty-second area.
16. One of the two chests you pass after freezing and climbing the box at the
end of the twenty-second area, immediately before exiting.
17. The first chest you pass in the maze of the twenty-third area, when moving
north along the east side of the screen at the beginning.
18. The third chest you pass in the maze of the twenty-third area, in the
southwest corner.
19. The chest next to the Grindylow, just outside the small area to the west of
the twenty-fourth area.
20. The chest next to the Grindylow, just outside the small area to the east of
the twenty-fourth area.
21. The chest at the north end of the small area to the east of the
twenty-fourth area.
Chapter 7 - Care of Magical Creatures (5 Shields)
1. In the chest in the central enclosure in the third area.
2. In the chest behind a barrel in the southwest corner of the fifth area,
where you first encounter baby Skrewts.
3. From the second area (at the beginning), go to the northwest, burn the spiky
bush, and exit west; here, go south for the Shield. This is accessible only
after you get Incendio; you can get the Shield immediately after getting the
spell by backtracking or by replaying the level later. If you end up doing
it later, you must play the level up to the point where Hagrid tells you to
catch the adult Skrewts and sends you on your way again.
4. In the north part of the second screen you face the first adult Skrewt on,
in a chest under one of the pumpkins, in the area with four pumpkins for the
Skrewt to smash.
5. In the first new area accessible after seeing the Hippogriff and telling
Hagrid you've got one of the adult Skrewts.
Chapter 8 - Second Task (6 Shields)
1. In the upward alcove in the first area, just after being reminded about
using B to speed up.
2. In the fourth area - follow the east wall in the large part of this area and
swim east through a hole in the wall that Grindylows keep peeking out of.
Thanks once again to asegiel on the GameFAQs message boards for the tip.
3. On a sunken ship in the sixth area, near the east end of the area.
4. Through a door to the east in the seventh area; be sure to go through this
door and get the Shield BEFORE going to the bottom of the area.
5. In an alcove to the west after swimming downward in the tenth area.
6. In the eleventh area, after swimming the loop and knocking the round stone
to the west, swim back up and get the Shield from an alcove to the west at
the top.
Chapter 9 - Moody's Challenges (no Shields)
Chapter 10 - Third Task (no Shields)
Chapter 11 - Voldemort (no Shields)
Mini-Games (28 Shields total)
- Chocolate Frogs (3 Shields)
1. After round 7
2. After round 11
3. After round 15
- Care of Magical Creatures (Fire Crab) (3 Shields)
1. After round 1
2. After round 2
3. After round 3
- Aparecium Pairs (3 Shields)
1. After round 9
2. After round 14
3. After round 17
- Hippogriff Feeding (3 Shields)
1. After round 2
2. After round 4
3. After round 6
- Wizard Sweet Sorting (3 Shields)
1. After round 4
2. After round 10
3. After round 17
- Bertie Bott's Bean Sorting (3 Shields)
1. After round 8
2. After round 18
3. After round 27
- Care of Magical Creatures (Niffler) (10 Shields)
1-10. One Shield for each session with the Niffler in which the affection
meter rises to full and the Niffler collapses from sheer joy at having
its head/back/tummy scratched. See section 6.7 for more information.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Part 8 - Card List
-------------------------------------------------------------------------------
Although you're actually given some cards, others are merely unlocked for
purchase from Weasley's Wares. It takes 5030 points' worth of green jelly beans
to purchase them all, but some beans are worth 5 and 10 points, so it goes
faster than you'd think. Most rocks and barrels can be smashed, and some shrubs
can be burned, to earn beans, and it helps that the two non-player characters
sometimes run around fetching them while you move and fight. What's more, skill
at the Yule Ball game can give you a fun and different way to earn beans.
Entries are formatted as follows:
#?? - Name
Available: Chapter ?
Location: Where to go or what to do to unlock or obtain the card.
Cost: ??? beans, OR This is a non-buyable card.
Notes: Whether a card has special access conditions, such as whether it can
only be accessed by playing a level a second time, and if so, under
what conditions.
When entries say "In the [n]th area," they're referring to that area of the
chapter named in the line above it.
House Booster cards are unlocked by acquiring all the cards in a particular
chapter.
-------------------------------------------------------------------------------
#1 - Confundus
Available: Chapter 1
Location: You start the game with this card.
Cost: This is a non-buyable card.
#2 - Wingardium Leviosa
Available: Chapter 1
Location: You start the game with this card.
Cost: This is a non-buyable card.
#3 - Ventus
Available: Chapter 1
Location: You start the game with this card.
Cost: This is a non-buyable card.
#4 - Alohomora
Available: Chapter 1
Location: You start the game with this card.
Cost: This is a non-buyable card.
#5 - Dugbog
Available: Chapter 1
Location: In the third area, after beating some of the Dugbogs.
Cost: 100 beans
#6 - Bowtruckle
Available: Chapter 1
Location: In the fifth area, after beating one of the Bowtruckle nests.
Cost: 100 beans
#7 - Arthur Weasley
Available: Chapter 1
Location: In the third area, in the clearing to the north as you enter.
Cost: 40 beans
#8 - Draco Malfoy
Available: Chapter 1
Location: In the ninth area, in the chest in the east.
Cost: 60 beans
#9 - Death Eater
Available: Chapter 1, after completing Chapter 2
Location: In the seventh area, Reparo the broken log, levitate it, and cross
over to the island, where the chest contains this card.
Cost: This is a non-buyable card.
Notes: You can get this card only after getting the Reparo spell. However, I
recommend waiting until after Chapter 6, when having Glacius means you
can get ALL the items from Chapter 1 that you couldn't get the first
time through.
#10 - Quidditch World Cup Stadium
Available: Chapter 1
Location: In the fourth area, in the chest to the southeast as you enter.
Cost: This is a non-buyable card.
#11 - Quidditch World Cup Campsite
Available: Chapter 1
Location: You get this card automatically upon clearing the level.
Cost: This is a non-buyable card.
#12 - Speed
Available: After Chapter 1, after buying or otherwise acquiring Cards 1-11,
which requires spending 300 beans on cards and replaying the level
after completing Chapter 2
Location: This card is found only in the Weasley's Wares screen.
Cost: 150 beans
Notes: This is a House Booster Card. All three characters will have an increase
in their Speed stat once you buy this card.
#13 - Red Cap
Available: Chapter 2
Location: In the fifth area, after defeating two Red Caps.
Cost: 80 beans
#14 - Erkling
Available: Chapter 2
Location: In the seventh area, after defeating four Erklings.
Cost: 100 beans
#15 - Reparo
Available: Chapter 2
Location: You get this card automatically after beating the Erkling in the
eighth area.
Cost: This is a non-buyable card.
#16 - Mad-Eye Moody
Available: Chapter 2, after having already completed the chapter
Location: In the second area, use Reparo on the suits of armor to the north and
go through, where the chest contains this card. You must defeat an
Erkling before you can leave.
Cost: This is a non-buyable card.
Notes: You can get this card only after getting the Reparo spell, which means
you must complete this chapter before you can come back here. However, I
recommend waiting until after Chapter 7, when having Incendio means you
can get ALL the items from Chapter 2 that you couldn't get the first
time through.
#17 - Professor Snape
Available: Chapter 2, after completing Chapter 7
Location: In the fifth area, use Incendio on the woodpile and go through; one
of the chests contains this card.
Cost: This is a non-buyable card.
Notes: You can get this card only after getting the Incendio spell.
#18 - Harry
Available: Chapter 2
Location: In the eighth area, on the platform you can access after getting
Reparo.
Cost: 60 beans
#19 - Hermione
Available: Chapter 2
Location: In the ninth area, after defeating four Dugbogs.
Cost: 60 beans
#20 - Ron
Available: Chapter 2
Location: The chest near Professor Moody in the classroom.
Cost: 60 beans
#21 - Omnioculars
Available: Chapter 2
Location: In the third area, in the chest in the southeast corner.
Cost: 40 beans
#22 - Hedwig
Available: Chapter 2
Location: One of the chests in the small room to the west of the ninth area,
accessible with Reparo.
Cost: This is a non-buyable card.
#23 - Defense Against the Dark Arts
Available: Chapter 2
Location: You get this card automatically upon clearing the level.
Cost: This is a non-buyable card.
#24 - Attack
Available: After Chapter 2, after buying or otherwise acquiring Cards 13-23,
which requires spending 400 beans on cards and replaying the level
after completing Chapter 7
Location: This card is found only in the Weasley's Wares screen.
Cost: 150 beans
Notes: This is a House Booster Card. All three characters will have an increase
in their Attack stat once you buy this card.
#25 - Salamander
Available: Chapter 3
Location: In the sixteenth area, after defeating the Salamander.
Cost: 100 beans
#26 - Fire Crab
Available: Chapter 3
Location: In the twenty-third area, after defeating the second Fire Crab.
Cost: 100 beans
#27 - Aqua Eructo
Available: Chapter 3
Location: In a chest at the beginning of the twenty-first area; required to
continue through the level.
Cost: This is a non-buyable card.
#28 - Verdimillious
Available: Chapter 3
Location: In the fifth area, after defeating the Bowtruckle nest.
Cost: This is a non-buyable card.
#29 - Viktor Krum
Available: Chapter 3
Location: In the fifth area, in a broken chest to the east.
Cost: This is a non-buyable card.
#30 - Fleur Delacour
Available: Chapter 3
Location: In the tenth area, in a chest straight east from the southwest exit
of the Salamander pen.
Cost: This is a non-buyable card.
#31 - Cedric Diggory
Available: Chapter 3
Location: In the third area, in a chest in the northeast corner, accessible
only by first jumping into the waterfall.
Cost: This is a non-buyable card.
#32 - Durmstrang Ship
Available: Chapter 3
Location: In the eighteenth area, in a chest to the west of the area you fight
the Salamander.
Cost: This is a non-buyable card.
#33 - Herbivicus
Available: Chapter 3
Location: In the third area, after defeating some of the Dugbogs.
Cost: This is a non-buyable card.
#34 - Hungarian Horntail Dragon
Available: Chapter 3
Location: In the twenty-fourth area, in a chest at the north end, shortly
before ending the level.
Cost: 100 beans
#35 - Forbidden Forest
Available: Chapter 3
Location: You get this card automatically upon clearing the level.
Cost: This is a non-buyable card.
#36 - Defense
Available: After Chapter 3, after buying or otherwise acquiring Cards 25-35,
which requires spending 300 beans on cards
Location: This card is found only in the Weasley's Wares screen.
Cost: 150 beans
Notes: This is a House Booster Card. All three characters will have an increase
in their Defense stat once you buy this card.
#37 - Goblet of Fire
Available: At the beginning of the game
Location: This card is found only in the Weasley's Wares screen.
Cost: 500 beans
Notes: This card is buyable as soon as you start the game, although it'll be
some time before you have enough beans to buy it.
#38 - Tri-Wizard First Task Stadium
Available: Chapter 4
Location: You get this card automatically upon clearing the level.
Cost: This is a non-buyable card.
#39 - Yule Ball
Available: Chapter 5
Location: You get this card automatically upon clearing the level.
Cost: This is a non-buyable card.
#40 - Grindylow
Available: Chapter 6
Location: In the twentieth area, in a chest near the set of waterwheels to the
far west.
Cost: 100 beans
#41 - Vampyr Mosp
Available: Chapter 6
Location: In the twenty-third area, in the second of three chests.
Cost: 80 beans
#42 - Glacius
Available: Chapter 6
Location: In the first area, in a chest to the east; required to continue
through the level.
Cost: This is a non-buyable card.
#43 - Golden Egg
Available: Chapter 6
Location: In the eighteenth area, by taking the raft directly north.
Cost: This is a non-buyable card.
#44 - Mermaids
Available: Chapter 6
Location: In the seventh area, in a chest in the northwest.
Cost: This is a non-buyable card.
#45 - Gillyweed
Available: Chapter 6
Location: In the chest in the room to the west of the twenty-fourth area.
Cost: 40 beans
#46 - Hufflepuff Crest
Available: Chapter 6
Location: In the seventh area, in a chest in the hidden room to the southeast;
see the walkthrough for details if confused.
Cost: This is a non-buyable card.
#47 - Ravenclaw Crest
Available: Chapter 6
Location: In the fifteenth area, by riding the raft. See the walkthrough for
details.
Cost: This is a non-buyable card.
#48 - Slytherin Crest
Available: Chapter 6
Location: In the sixth area, to the southwest after creating a ledge with
Glacius and climbing up.
Cost: This is a non-buyable card.
#49 - Gryffindor Crest
Available: Chapter 6
Location: In the fourth area, following the branching stones to the east.
Cost: 40 beans
#50 - Prefects' Bathroom
Available: Chapter 6
Location: You get this card automatically upon clearing the level.
Cost: This is a non-buyable card.
#51 - Speed
Available: After Chapter 6, after buying or otherwise acquiring Cards 40-50,
which requires spending 260 beans on cards
Location: This card is found only in the Weasley's Wares screen.
Cost: 150 beans
Notes: This is a House Booster Card. All three characters will have an increase
in their Speed stat once you buy this card.
#52 - Niffler
Available: Chapter 7
Location: In the third area, after crating the second Niffler.
Cost: 40 beans
#53 - Young Blast-Ended Skrewt
Available: Chapter 7
Location: In the seventh area, after crating some of the baby Skrewts.
Cost: 40 beans
#54 - Adult Blast-Ended Skrewt
Available: Chapter 7
Location: After capturing the first Adult Blast-Ended Skrewt.
Cost: 100 beans
#55 - Incendio
Available: Chapter 7
Location: In the fifth area, in the chest that doesn't appear until after
Hagrid's mentioned Incendio; required to continue through the level.
Cost: This is a non-buyable card.
#56 - Hagrid
Available: Chapter 7
Location: In the chest behind the pumpkins when you return to the first area
from the south.
Cost: This is a non-buyable card.
#57 - George Weasley
Available: Chapter 7
Location: On a lower ledge in the small area to the south of the third area,
accessible the second time Hagrid sends you in this direction.
Cost: 40 beans
#58 - Fred Weasley
Available: Chapter 7
Location: In a chest under one of the pumpkins, in the area with four pumpkins
for the Skrewt to smash.
Cost: 40 beans
#59 - Karkaroff
Available: Chapter 7
Location: In the northeast corner of the Salamander pen accessible from the
fourth area the second time Hagrid sends you in this direction.
Cost: This is a non-buyable card.
#60 - Madame Maxime
Available: Chapter 7
Location: In a chest in the west part of the area to the south of the fifth
area - where you first encounter the Adult Blast-Ended Skrewt.
Cost: This is a non-buyable card.
#61 - Dumbledore
Available: Chapter 7
Location: On the screen where you confront the second Skrewt for a second time
and require it to destroy two pumpkins.
Cost: 100 beans
#62 - Care of Magical Creatures
Available: Chapter 7
Location: You get this card automatically upon clearing the level.
Cost: This is a non-buyable card.
#63 - Attack
Available: After Chapter 7, after buying or otherwise acquiring Cards 52-62,
which requires spending 360 beans on cards
Location: This card is found only in the Weasley's Wares screen.
Cost: 150 beans
Notes: This is a House Booster Card. All three characters will have an increase
in their Attack stat once you buy this card.
#64 - Tri-Wizard Second Task Lake
Available: Chapter 8
Location: You get this card automatically upon clearing the level.
Cost: This is a non-buyable card.
#65 - Dark Mark
Available: Chapter 9
Location: In the chest in Moody's Challenge #8.
Cost: 100 beans
#66 - Pensieve
Available: Chapter 9
Location: In the chest in Moody's Challenge #3.
Cost: 60 beans
#67 - Moody's Challenges
Available: Chapter 9
Location: You get this card automatically upon clearing the level.
Cost: This is a non-buyable card.
#68 - Defense
Available: After Chapter 9, after buying or otherwise acquiring Cards 65-67,
which requires spending 160 beans on cards
Location: This card is found only in the Weasley's Wares screen.
Cost: 150 beans
Notes: This is a House Booster Card. All three characters will have an increase
in their Defense stat once you buy this card.
#69 - Barty Crouch, Junior
Available: At the beginning of the game
Location: This card is found only in the Weasley's Wares screen.
Cost: 350 beans
Notes: This card is buyable as soon as you start the game, although it'll be
some time before you have enough beans to buy it.
#70 - Voldemort
Available: At the beginning of the game
Location: This card is found only in the Weasley's Wares screen.
Cost: 1000 beans
Notes: This card is buyable as soon as you start the game, although it'll be
some time before you have enough beans to buy it.
#71 - Tri-Wizard Cup
Available: At the beginning of the game
Location: This card is found only in the Weasley's Wares screen.
Cost: 500 beans
Notes: This card is buyable as soon as you start the game, although it'll be
some time before you have enough beans to buy it.
#72 - Tri-Wizard Third Task Maze
Available: Chapter 10
Location: You get this card automatically upon clearing the level.
Cost: This is a non-buyable card.
#73 - Expelliarmus
Available: Chapter 11
Location: You get this card automatically upon clearing the level.
Cost: This is a non-buyable card.
#74 - Riddle Graveyard
Available: Chapter 11
Location: You get this card automatically upon clearing the level.
Cost: This is a non-buyable card.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Part 9 - Miscellaneous
-------------------------------------------------------------------------------
9.1 - Disclaimer
I am not affiliated with Warner Brothers, EA Games, Nintendo, Scholastic, J.K.
Rowling, or any publishers of guides or walkthroughs, and I do not claim their
work as my own, nor am I profiting from this guide, monetarily or otherwise.
This guide was written out of love for the Harry Potter universe, the need for
a walkthrough for this game, and a desire to help other players.
However, the design and contents of this guide are copyright 2005 Andrea
Robinson. Please do not copy or plagiarize this guide or claim it as your own
work.
The only site that may host this guide is http://www.gamefaqs.com.
If you have questions, please reread the guide and make sure your question
has not already been answered. If it isn't there, or if it involves the multi-
player mode, check with other FAQs, and if that doesn't help, direct your
question to the "Goblet of Fire" message board on GameFAQs, located at:
http://boards.gamefaqs.com/gfaqs/gentopic.php?board=927370
-------------------------------------------------------------------------------
9.2 - Acknowledgements
Although portions of this information are available in other FAQs and
walkthroughs, I gathered 99% of this information on my own, in the game itself.
That said, I'd like to extend special thanks to...
- asegiel on the GameFAQs message boards, for telling me how to find the one
Tri-Wizard Shield I was missing in the second task.
- vaguely_aware on the GameFAQs message boards, for mentioning an easier way
to defeat Erklings once you've finished chapter 3.
- J.K. Rowling, for creating the wonderful Harry Potter universe.
- The guys on FFT General, for their overall kindness and constant pimping of
my FFT guides.
- And, as always, thanks to Aaron, who bought me the DS I played this game on,
proofread this walkthrough for me, read the Harry Potter books at my urging,
and without whom I would never have become a serious gamer. I love you,
Aaron. Thanks for everything.
-------------------------------------------------------------------------------
9.3 - Version History
* Version 0.1 - November 30, 2005
Began writing the guide, including ten frequently asked questions, the first
two chapters of the game, and the introduction, disclaimer, and
acknowledgements.
* Version 0.4 - December 2, 2005
Two more frequently asked questions, and walkthroughs for four more chapters
of the game added over the course of three days.
* Version 0.8 - December 4, 2005
Added sections on four of the mini-games, finished the spell list, and wrote
walkthroughs for three more chapters.
* Version 1.0 - December 5, 2005
Added sections on two more mini-games, began the Shield Location List, and
finished the actual walkthrough. Beta-read by Aaron Bolner before submission
to GameFAQs, resulting in version 1.01.
* Version 1.01 - December 6, 2005
Fixed typos and added a few bits of missing information. First released and
posted version.
* Version 1.1 - December 7, 2005
Added most of the information to section 8; made some clarifications in
section 5.6; corrected a math error.
* Version 1.2 - December 9, 2005
Added more cards to section 8; did substantial work on section 7; began work
on section 5.12.
* Version 1.3 - December 12, 2005
Completed section 8, expanded and completed section 5.12, added another
frequently asked question, and added information about the Care of Magical
Creatures Niffler game. Section 7 is now the only incomplete part of the
document.
* Version 1.4 - December 12, 2005
Finished off section 7. The entire guide is now complete.
* Version 1.41 - December 13, 2005
Found and corrected some typos.
* Version 1.45 - January 7, 2006
More typo corrections, added two more frequently asked questions, and added a
new tip on defeating Erklings.
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